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
2015.07.27 Custom Bullets, IRX15 Awards
2015.07.20 Boss Icons and Loading Animations
2015.07.13 Professor Gopher's Wiki
2015.06.29 Making Achievements
2015.06.22 Hats and Bullets
2015.06.15 Tuning and Excel Sheets
2015.06.08 Load Screens and Stores
2015.06.06 Command Center Upgrades
2015.05.25 How We Create UI Icons
2015.05.18 Lightning Gun and More!
2015.05.11 How We Make and Setup Our Art
2015.05.04 Making the UI
2015.04.26 Boss Trains and Game Tuning
2015.05.19 How We tell our stories
2015.05.12 Setting up a Boss 101 game loop
2015.04.05 How we got through Greenlight
2015.03.29 How to make an animation cycle! (in Boss 101)
2015.03.22 Boss 101 Greenlight update
2015.03.19 Boss 101 On Steam Greenlight
2015.03.17 Greenlight Coming this week
2015.03.11 Greenlight Peek and Rock Pillars
2015.03.01 Brothers and Banana Bombs
2015.02.22 Dog Rockets and Bullet hell
>>>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!!!
Welcome back to the Boss 101 Update!
Debug Screens in Boss 101 or “How do we do the voodoo we do?”
You might have noticed a few of our debug screens popping up in the updates. These are the screens we use to test the way things work in game. If you are working on your own game you might already have something like this in your working builds.
Bosses and enemies in the game have tons of animations and abilities to test. This room is where we can see how things work in-game and test specific bosses on specific levels. For us, it makes a difference in development to constantly test out our work in-engine.
If you ever use a “god” mode in a shipped game you are likely seeing the same kind of thing in effect. Giving the player a ton of ammo or unlimited health are the kinds of things developers do while testing. Clearly, it’s really useful to jump into a game and dink around with various values to test things. If you don’t already do this check out some benefits you might be missing.
First off – we can use the room to check out the fit of all the boss parts with each other. Here we are testing how all parts match up. We use the random button to cycle through bosses and the boss part buttons to check the fit and finish.
Here’s a shot of us testing out various boss main weapons. Note that we can trigger any major animation from this room.
We can also check on minions and their firing animations. Once everything is tested we can jump into the game and play around with the same bosses and minions in actual levels.
There have been a few times where we needed to re-import a lot of bosses and minions in order to implement a new feature. Having a room like this to test out hit boxes and animations makes things much easier. As you may imagine, we implemented this room pretty early in development.
Here’s a shot of us going straight from the Debug Room into the game.
This brings us to a pretty basic point – as much as possible you want to be working in your game engine versus Photoshop, or some sort of editor that’s NOT your engine. You want to see your work where it will be when your game ships. From there you will want to get your game setup (via debug testing and the like) and AFTER that you will want to just play your game like a regular person would.
It’s easy to get used to having unlimited health or one shot weapons but the player won’t have all that obviously. Most of the time I play the game outside of the normal debug mode just to experience it as you would.
In the end – it is about making the game for YOU and keeping you entertained. All the work we are doing is about the experience we want to bring for our friends and fans.
Boss 101 Screenshot
Professor Gopher guide panels for the Command Center. If you need help getting around you can call him up. He's your friend!
Hope you enjoyed this look at the development of Boss 101 and remember to LIVE YOUR DREAMS!
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