Level 4: Futuristic Design

Corridor 3 Corridor Foreground Pillars Platform

When creating the final level, we knew that we wanted the setting to be in space and aboard a spaceship. Our interpretations of what a spaceship will look like were minimalistic, spaceship corridors are usually empty and sanitized, so it made sense to have too many assets in the foreground and background. For this level, we designed a simple corridor with large spacious windows so the player can see the cosmos in the background and to further have that immersive effect and an awareness of the setting. For the minimalistic effect we only decided to create single pillars to also further show a slight depth of field in the foreground and lastly a moving vertical platform.

Level 3: Steampunk Boss

Steampunk Boss Damaged 1 Steampunk Boss Damaged Sprite SheetSteampunk Boss Attack Sprite Sheet

The final boss battle on this level simply a man in a mechanized box which fires cannonballs at the players. What makes this boss so powerful is the rate of which he fires the cannonballs at, only allowing the player small windows to avoid the oncoming attacks. The boss has 3 animations, the first is his basic idle positioning for when he’s inactive, the second (middle) image is an animation of the boss taking damage from a blaster shot, pushing him back in his chair. Lastly the third sprite sheet is an animation of the boss firing the cannonballs, although difficult to see on the image, the boss is pulling the lever up and down, to launch the projectile, like an arcade game.