Open johngreedjr opened 6 years ago
We can totally scrap this entire thing and go in a different direction if we want and I figure we could pilot a few ideas if we are so inclined. A few things I'd like to add/fix in this version though:
Instead of be vaporizable I think I'd rather them just explode and vanish in one hit but this is tricky with the current implementation of EnableMovement
and what I've done for the intro. Might have to revisit some things
Make the cutscene skippable and have the music jump ahead
Stackrace at the beginning of the level:
NullReferenceException: Object reference not set to an instance of an object
Level.Level10Controller.IntroSpeech () (at Assets/Scripts/Level/Level10Controller.cs:95)
Level.Level10Controller.Update () (at Assets/Scripts/Level/Level10Controller.cs:55)
Anything involving multiple bosses can be a no-op at this point I think as I do think we should go ahead with the 1 big boss idea.
Also while play testing- the speech needs to either be longer (right now it's just placeholder text) so the "type speed" isn't so sluggish, or the intro song needs to be shorter. Personally opt for the former, as it's easier and the opening is now skippable anyway.
As discussed 8/21 - we should make the boss killable with one spike falling- but just make the spike falling harder to get to, Super Mario Bros bowser style.
This is the final boss level
[x] Giant stack trace at the beginning in build
[x] No text/speech at beginning in build
[ ] Camera fucks up when jumping (above halfway-Y point)
[x] No extra bosses show up after killing first 3 in build
[ ]
Bosses can push dead bosses when pursuing Marsh[ ] Level Size?
[ ] How to get on the other side of the boss?
[ ] Trigger blocks and spikes etc should not affect the boss’ movement
Proposal: