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Weekly Update! 11-15-2020 (Boss 3 rough animations, and MORE level design)


(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)


Hey everyone, hope you all had a good week! Much like the previous weekly updates, there's not a ton to share here - level design doesn't make for particularly exciting updates, but it's been sorely needed for some time now. That said, Orexius was able to start working on Boss 3's new combat animations this week, so I wanted to share the rough versions of a few of them with you guys!


First off is her knife throw ability. In the original fight, boss 3 would leap up to one of the corners of the arena and then dash across, throwing knives downward as she went. Now, she still has a knife throw, but it functions differently. The boss will leap up into the air and do one of two attacks: the first is the one up above, where she tosses out a fan of knives directly towards Alicia, requiring you to quickly dash through them to dodge.


The second option is a divekick towards the player. You can't really tell with these roughs, but the divekick comes out much sooner, while the knife throw is delayed a bit, so even though both animations have similar startup animations, you can tell which one is coming if you pay close attention and keep your dodging fingers ready!


Next up is a seemingly simple vine ball toss, but this vine ball is special: after being tossed, it spins and hangs in the air briefly before exploding into a cross-shaped cluster of projectiles. The path of the projectiles are clearly marked, but the vine ball itself doesn't stop spinning until it bursts, so the difficulty of the move is in predicting where the markers will be once it bursts. The vine ball always lasts the same amount of time after being thrown, so as long as you pay attention to it you can pretty easily figure out the timing.


And that's all I plan on showing for today! The boss has a few other moves as well, but I don't want to spoil everything. We're still aiming to have the reworked fight ready for v0.42, but if we do keep it in, some of the animations will likely still be roughs like these.

In other news, like I mentioned I spent my time this week working on level design, as well as more tinkering with new background assets. Aaand just like last week's update, my tinkering had mixed results. I did rough up some asset ideas that I'm happy with though, and every little bit helps!

Red finished off the Kertalus CG this week, so I'll be working on implementing that now, and he'll be working on the Sentry CG rework next.


And that's it for this week! For anyone unaware, we're still streaming every Mon/Wed/Fri, usually between 5-6 pm EST, so make sure you come check those out if you're interested in watching the development of Crisis Point! Hope you enjoyed the read, and we'll see you in the next update!

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