Hunter’s Tale – the GIANT bossfight, getting into the scale

This is another of those moments you realise you aimed for something too big…It could sound like a bad pun, but implementing the giant would literally take more time than we have. Not animating it, but he coding part would be harder because (as I will say in the giant animation posts) a monster this big requires to be animated in separate parts and put together inengine, so that you will only see the legs when the camera is down or only the torso when the camera is up.

Also, how could you defeat such a big boss (kojima joke)? the bossfight needed to be designed carefully, there is the risk to make it too “platformish” or to make it too “Bland”, like the other fights. This is not the case. This needed to be special, bigger.

This is why we decided to…SPOILER! Seriously, I’ve been telling almost everything about the game and the levels, I’m going to keep this for myself and let the players judge with the demo (or not). All I can say is that we fit our schedule, so there will be time for everything, hopefully.

Meanwhile, talking about scaling, I’d like to show you with this image how actually big is the giant.

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