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PG Dev History Vol.03 - The Comics And The Bosses-

Hi everyone! It's lvlv!

This is the 3rd part of the development story!

Let's talk about the comics I made in 2019:

(They can be checked in the past posts!XD)

At the planning stage of the development, I knew I had to keep the story short so that our team(me and my programmer...) could handle it. So I had to chop everything down to make the plot simple. Only in that case, we can match the volume of the level designs with the story.

But still, I want to extend the story of each character. So I chose to make these comics for them trying to give more of them to the audiences.

It's not a good method to deliver the story in such a multi-media way, to be honest. But that's the best way I can do for now.πŸ˜…

There is another reason that I was doing these comics during that time. We were making the basic structure of the game. Since I was still able to produce more art resources at that time, it would be the perfect timing to create these contents. Or I would not be able to do so when we hit the "mass production" period.

And we hit this phase in 2020. The structure of the game is roughly done, time to fill more content into it!

The first thing we planned to do was to make the bosses! They probably are the most important part of the game, not even one of the most. At the end of 2019, we received a collaboration invitation from GYEE. We happily accepted it and we were doing well. 

Raikoh's designer Sousuke  decided to re-arrange this design at that point:

The good news is we all loved the new version!

The con is his guest illustration was buried until now πŸ˜‚:

(No plot or story involved though! Only fun!!!)

Thus Raikoh was the first boss to be implemented besides Floody. Raikoh was designed to be the most difficult boss in the game mechanism-wise. His attacks involve elements such as fast, high damage, and delayed timings. Also, he may commit multiple attacks at once due to his delayed patterns.



His relics flying on the shoulder and behind him are made separately in the game engine. They are treated as 3D objects. XD


After Raikoh is draftily done. (We knew he would be adjusted at last.) The process of making a boss is settled as well. I immediately contacted the Boss Tier patrons for the designs of their characters. I really was afraid that I would forget about it!!πŸ˜‚

(Karhar, Dawn, and Totem drafts.)

Some characters already had their designs done such as Tiri and Knox. So all I had to do was to redraw them into my style. Karhar also got his design done before my re-touch.

 

I made other characters alongside these guest characters.

Radian was the next one after Raikoh. He should fight like Lenga, using similar attacks, but stronger.

(The "bouncy" assets players are now not able to see properly in the game.)

Radian's walk animation was not used in the game because his movement changed to a quick-move animation in order to quicken the pace of the battle. Don't worry, we still may have a chance to use it in the future... maybe...

Shutendouji and Vitos were added later.  



Making the art resources is one thing, I still have to make the sound effects and visual effects, write the development document, let Nyroro cook them, and test them out. It still took a lot of time to make them. 

We finished making the bosses around the middle of 2020.

After that, the level design phase was incoming.

Enemies were slowly added in while we were making the bosses though. The environment design of 1 area often takes me a whole month to make. 

And that's enough talk for this post! 

Let's continue in the next one!

See you! XD

PG Dev History Vol.03 - The Comics And The Bosses- PG Dev History Vol.03 - The Comics And The Bosses- PG Dev History Vol.03 - The Comics And The Bosses- PG Dev History Vol.03 - The Comics And The Bosses- PG Dev History Vol.03 - The Comics And The Bosses- PG Dev History Vol.03 - The Comics And The Bosses-

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