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Rowan Mcmanus
Rowan Mcmanus

8 followers

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Road to Game Dev: The Final Boss. (Part 6: Mother Brain)

With all of the attack patterns together, the final and most important step is to create the master AI for the boss itself. For…

Oct 9, 2021
Road to Game Dev: The Final Boss. (Part 6: Mother Brain)
Road to Game Dev: The Final Boss. (Part 6: Mother Brain)
Oct 9, 2021

Road to Game Dev: The Final Boss. (Part 5: Attack Patterns)

With all of our foundations in place, it’s time to dive into the nitty-gritty of creating attack patterns. This part can get a bit tedious…

Oct 8, 2021
Road to Game Dev: The Final Boss. (Part 5: Attack Patterns)
Road to Game Dev: The Final Boss. (Part 5: Attack Patterns)
Oct 8, 2021

Road to Game Dev: The Final Boss. (Part 4: Boss Framework)

With our turrets having some basic functionality, it’s time to start telling the boss what to actually do with them.

Oct 7, 2021
Road to Game Dev: The Final Boss. (Part 4: Boss Framework)
Road to Game Dev: The Final Boss. (Part 4: Boss Framework)
Oct 7, 2021

Road to Game Dev: The Final Boss. (Part 3: Component Framework)

With the boss completely put together, it’s time to start bringing everything to life! Up until this point, I’ve decided how many…

Sep 18, 2021
Road to Game Dev: The Final Boss. (Part 3: Component Framework)
Road to Game Dev: The Final Boss. (Part 3: Component Framework)
Sep 18, 2021

Road to Game Dev: The Final Boss. (Part 2: Building the Boss)

With our core idea in mind, it’s time to actually build the boss out. This can be a bit of a tedious process, so I won’t cover it in…

Sep 17, 2021
Road to Game Dev: The Final Boss. (Part 2: Building the Boss)
Road to Game Dev: The Final Boss. (Part 2: Building the Boss)
Sep 17, 2021

Road to Game Dev: The Final Boss. (Part 1: Planning)

Bosses are almost synonymous with action games. At the end of every level, every campaign, there’s the boss waiting for you, ready to end…

Sep 16, 2021
Road to Game Dev: The Final Boss. (Part 1: Planning)
Road to Game Dev: The Final Boss. (Part 1: Planning)
Sep 16, 2021

Road to Game Dev: Enemy Wave Management (Part 2)

Now that enemies can have advanced movement patterns, the next logical step is to tie multiple enemies together into a full wave.

Sep 16, 2021
Road to Game Dev: Enemy Wave Management (Part 2)
Road to Game Dev: Enemy Wave Management (Part 2)
Sep 16, 2021

Road to Game Dev: Enemy Wave Management (Part 1)

Now that we have some more advanced movement patterns set up, it’s time to start setting up the foundations to creating an actual level in…

Sep 10, 2021
Road to Game Dev: Enemy Wave Management (Part 1)
Road to Game Dev: Enemy Wave Management (Part 1)
Sep 10, 2021

Road to Game Dev: Phoning Home (Part 2)

It’s time to make our first truly complex weapon for the player: A spray of homing missiles.

Sep 1, 2021
Road to Game Dev: Phoning Home (Part 2)
Road to Game Dev: Phoning Home (Part 2)
Sep 1, 2021

Road to Game Dev: Phoning Home (Part 1)

Now that we’ve made enemies much more dangerous, let’s start putting a bit of power back into the player’s hands. We’re going to look at…

Sep 1, 2021
Road to Game Dev: Phoning Home (Part 1)
Road to Game Dev: Phoning Home (Part 1)
Sep 1, 2021
Rowan Mcmanus

Rowan Mcmanus

8 followers

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