Piotr Bomak's Expert Blogs
The development of X-Morph: Defense took over 5 years. It seems like a very long time, but it was not enough to implement some of the crazier ideas that we came up with. We would like to share the story of a boss battle that fell victim to its own scope.
Working under limitations can be tiresome, but will make you find solutions you have never thought of. We believe porting X-Morph: Defense has made us into better developers and we would do it again without hesitation.
EXOR Studios are back with their series on boss designs for X-Morph: Defense - both the successful and unsuccessful ones. This time we take a look at one of the bosses which made it to the final game, inspired by an unusual, a bit forgotten concept.
In the fourth installment of our series we share the details about the second boss the players encounter in X-Morph: Defense - the JAGUAR Type S tank.
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.
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