![]() I knew it was a difficult task, so I started by doing what every programmer does: dividing the attacks into simple tasks and doing them separately. When it came to prototyping, here’s what our lead programmer, Diego Ordóñez, had to say: “Hailga was our first boss on Evil Wizard and the first time I was programming a boss in my life. We try to get things done on time, so there are some things that should be in consideration to make the best boss we can in the time we have. Here, we tweak the design a little – in some cases a mechanic could be too difficult to develop, or an animation too complicated to draw, etc. ![]() It’s time to present the team with the new boss’s design, so we jump into a meeting and I walk through the document and explain some of my decisions.
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