Story and Aesthetics - cyber-squid/boss-rush-gdd GitHub Wiki
This section covers everything to do with the game's story, aesthetic and visual design, and character writing and interactions.
Topics include:
- Visual Design, Audio Cues
- Animations
- Story Overview and Progression
- Characters
- Dialogue and Character Interaction
Concept Art section to see illustrations.
For more visual elements and descriptions, see theClick here to return to the main page.
Visual Design, Audio Cues
Animations
In a platformer, effective and visually distinct animation is essential for communicating action and flow in the game, especially player movement and controls.
Story Overview and Progression
-the boss has just been raided and ransacked for the 64th time at the start of the game, the in-world explanation for the boss finding minions and special items being that the hero laid waste to the minions while making their way there and made off with a bunch of items while making a hasty escape. -the in-world explanation for the hero being encountered in levels and travelling round the world map is he is trying to retrieve items he dropped while heading back home. -the items are important to the boss as they grant him his power, the first items recovered is an amulet which allows him to semi-possess a willing minion of his, though only for up to a minute.
Characters
Dialogue and Character Interaction
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