2017.05.20 Super Boss Warps
2017.05.13 Weapon Effects, polish & great games!
2017.05.07 The Robo Council and More!
2017.04.29 Options and Keyboard Mapping
2017.04.23 Submergible Bosses
2017.04.15 Train Boss and Updates
2017.04.09 Three Years of Progress
2017.04.02 Super Bombs!
2017.03.25 Polish and Fun pt2
2017.03.19 Polish and Fun pt1
2017.03.12 BERL Video series, Part 9 The Hat Room
2017.03.04 BERL Video series, Part 8 Make A Boss!
2017.02.25 BERL Video series, Part 7 The Map Room
2017.02.18 BERL Video series, Part 6 Endless Boss Mode
2017.02.11 Progress Update towards Shipping
2017.02.05 BERL Video series, Part 5 The Upgrade Gophers
2017.01.28 BERL Video series, Part 4 The Upgrade Room
2017.01.21 BERL Video series, Part 3 The Arcade Room
2017.01.14 BERL Video series, Part 2 The Gun Store
2017.01.07 BERL Video series, Command Center
2017.01.01 BERL as your guide in Boss 101
2016.12.24 Boss 101 Year End Wrap Up
2016.12.17 Boss 101 December 2016 Gameplay Trailer
2016.12.10 Cameras and Warnings
2016.12.03 End of Round Awards
2016.11.26 Release Notes, VFX and MUCH MORE!
2016.11.19 Arcade Games, Options and Cleanup
2016.11.12 UI Improvements across last year
2016.11.05 Breakout Games and Art Re-use
2016.10.29 Making and arcade Tank Game for Boss 101
2016.10.22 Finishing the Gopher WIKI
2016.10.15 Tutorials and BERL
2016.10.09 The editors we use
2016.09.24 Guns in the Game
2016.09.17 Equipment, UI and Animations
2016.09.17 Equipment, UI and Animations
2016.09.03 Equipping you for battle!
2016.08.28 Dialog Box Advancements
2016.08.13 Help Panels and Rob's Store
2016.08.13 Polishing the Stores
2016.08.13 Polishing the Stores
2016.08.09 Sweating the details on the UI
2016.07.31 World Building with Environments
2016.07.25 Hats, Costumes and more!
2016.07.18 The Gopher Space Station
2016.07.12 Adding Fog in 2D Levels
2016.07.04 Making a Bow Weapon
2016.06.27 Debug Rooms and Bosses
2016.06.20 Polishing a Boss
2016.06.13 The Gopher Ambulance!
2016.06.06 Phone Calls and IRX 2016
2016.05.31 The Robo Council
2016.05.22 Pet and Map Room Magic
2016.05.15 Galactic Passports
2016.05.10 ROB's Travel Plans
2016.04.30 ROB has your back
2016.04.24 Warping in the Clicks Ship
2016.04.18 Cute Pet Buddies
2016.04.11 The Gravity Gun
2016.04.05 Humble Store, Rogues Gallery and more!
2016.03.28 World Building in Boss 101
2016.03.21 The Boss 101 UI and You!
2016.03.14 Dev Update and Early Access addressed
2016.03.07 Super Boss Battle Tunes
2016.02.29 Scheduling the Magic
2016.02.22 Making A Super Boss
2016.02.15 IRX 2016 T-Shirt Design
2016.02.08 Transporter Room
2016.02.01 Making Art the Smart Way
2016.01.25 Boss 101 Robo Weapon Hands!
2016.01.17 Boss 101 Robo-Fighting Hotline
2016.01.11 Map Room and Rob's Room Development
2016.01.04 Dialog Creation and Happy New Year
2015.12.27 Boss 101 Year of Development Review
2015.12.21 The Train Boss
2015.12.14 Your Awesome Chain Gun
2015.12.07 Tuning the Bosses
2015.11.30 Gopher Clicker and more!
2015.11.23 Boss 101 Release Date News
2015.11.16 Gopher Clicker and more!
2015.11.09 Background Creation in Boss 101
2015.11.02 Finding your Gopher Friends
2015.10.26 Making Weather in Boss 101
2015.10.19 Warp travel and Fireworks
2015.10.12 Boss Warp Gates
2015.10.05 Making the Hat Store
2015.09.28 Arcade Modes
2015.09.21 Cinematic Transitions and Zagnuts
2015.09.14 Endless Boss Launch
2015.09.07 Behind the Cinematics
2015.08.31 Updating the Arcade Machine
2015.08.24 World Building
2015.08.17 Steam Store Open and UI Improvements
2015.08.10 Creating Cinematic Stories
2015.08.01 Gopher Science Team & Sun stealing
>>>Links to all other updates for Boss 101<<<
Boss 101 is a shooter at its core and we like to think it's a little more since it's got a story driving it forward. It's not JUST blasting robo baddies and rolling onto the next level. There is real human drama here folks. This whole adventure is triggered when your brother makes a simple birthday request?
You get to roll YOUR OWN BOSS!
A few of the guns available to you during the game.
Take a break and fly a kite in Boss 101. Chat it up with your buddy as you soak in the rays. Maybe you’ll learn something.
You might end blasting samurai swords at warp!
Talk with you soon and LIVE YOUR DREAMS!!!
Hello and WELCOME back to the latest Boss 101 update for friends and fans. Thank you so much for joining us again.
WE APPRECIATE YOU!
Let’s get down into it!
So, we are basically down to little knick knacks to round things out. I recently wrote up a summary of where we are with the game. It was written to establish exactly the mindset we are using to wrap up Boss 101 and bring you our best. I’ll put a few parts of that below so YOU TOO can share some behind the scenes action.
What’s Left in Boss 101 Update
The actual amount of work is easily explained. It’s only polish. HAAAAAAAAA!!
That can mean a lot of things but mostly we are talking about taking all the systems we already have in and features we’ve already done and making sure it all works together as bug free as possible. That is really about it.
This means crash bugs obviously but it also means things I call ‘connective tissue’ between systems. This is stuff that is not TECHINCALLY a bug but SHOULD be in the game since it helps link two systems together. This can mean a UI addition, a new VFX or sound to help the player understand something. It can mean a lot of things and none of them are actually hard to do or take much time. The more we do the better off we are. The balance is stopping when it’s feature creep yet still recognizing when things are needed.
While we are avoiding feature creep things have been added. The defining choice for any add to the game at this point is “Does it help make the game experience that is ALREADY IN better?” examples - Does this UI help explain to the player a system we already have? Does this change to the guns make the combat system more versatile for all players? Etc.
The big things ahead are playthroughs and soak tests to clear out any possible day one grade A bugs. These are those things which would pop up in a typical player playthrough. This is stuff like testing guns, effects, rewards and in game progression. Kinda tedious if the truth be told but it has to be done.
The amount of time remaining is sufficiently small we are focused on shipping a high quality project. That will do more for us, for our fans purchasing Boss 101 and our future than ‘hitting a date’. Our aim is to hit a high quality bar and ideally the rest will take care of itself.
Ok – today’s inside look at the SUPER BOSS WARP GATE!
This is a little gem from when you are taking on big bad bosses near the end. Here’s the process of taking an existing art asset and re-purposing it for another use. In this case we grabbed a regular warp gate and made it SUPER!
Here’s a regular warp gate in a level – this is the player’s version
We took that one and added some note about what needed to change to make is deluxe
Here is the sample of the regular one setup for animation
And the NEW super boss warp gate getting prepped in Photoshop
Now here is the super gate prepped for animation
And finally – just a SAMPLE of the super gate in the game- you can see the massive scale! Don’t worry, you’ll see even more of it in later levels!
Boss 101 Screenshot
Lightning gun testing and tuning - FIZ-ZAP!
All right – THANK YOU AGAIN SO MUCH. Please remember to always ….
…. LIVE YOUR DREAMS!
Talk with you soon!
Boss 101 Info Roundup
Release Date: 2017
Planned Price: $9.99
Boss 101 Steam Store Page: Store.steampowered.com
Please wishlist us if you would be so kind!
I have come to believe a great game is really made by great teams. Great teams are about inspiration, trust and most of all respect. I consider myself...
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.