My name is Piotr and I am a Community Manager at EXOR Studios, coffee lover, action games enthusiast and card games fanatic. I also like music and audio work.
In the third article in the series, we unveil the design decisions behind the bomber boss in X-Morph: Defense and why we decided to completely get rid of it, even though it was almost finished.
In the next article of the series we describe the creative process behind one of the bosses from X-Morph: Defense. The Tarantula Mk V is the intro level boss. Being one of our first concepts it's surprising it's managed to crawl into the game.
This article is the beginning of the series in which we will describe the design and implementation of boss fights in X-Morph: Defense.
Our design goal for X-Morph: Defense were destructible environment and a stable framerate. While not mutually exclusive, it took a lot of time and effort to make it all work. Here's what we did in order to meet our own and our players' expectations.
The preconceptions you have about what the final product should look like often look great on paper, but do not fare so well in reality. We go on a journey through X-Morph: Defense development and look at the changes it went through over time.