X-Morph: Defense - voidreaver

Jaguar Type S intro sequence fragment. Collateral damage is not a problem…

It’s time to present to you another boss design from X-Morph: Defense. In this series we have already covered the Tarantula MK V, the Scorpion and the Bomber. The JAGUAR tank you will read about today seems relatively harmless compared to the previous entries on our list, but there is nothing harmless about it. In fact, the mayhem caused upon the city by this behemoth is one of the biggest you will encounter in the entire game.

DESIGN



If we were to use only two words to describe the tank, the phrase would be ‘collateral damage’. The concept for this boss fight sequence started in the early days, back when X-Morph: Defense was still a shoot’em up. You would chase down the tank over a busy highway at breakneck speed (as far as tank speeds go, at least). The tank crew wouldn’t care about either the cars they’re crushing or the bridges they’re destroying. This deadly race was the only thing that mattered, and the prize was survival.


Early prototype scrolling shooter gameplay, circa 2010-2011.


Jaguar Type S is a huge beast, taller than most buildings.

As for the visuals, we wanted the JAGUAR tank to be the biggest, baddest and the most fearsome war machine you’ve ever seen on land. Designing tanks is quite pleasant, apart from a couple mandatory modules, you’re pretty much free to do whatever you want. Not long after we started iterating on initial design, we had a model which was satisfying enough to deserve a spot in the main game.

IMPLEMENTATION


The Jaguar tank spawns multiple automated drones that prevent the player from mindlessly shooting at it’s hull.

Over the 5-year development of X-Morph: Defense we had one major redesign. the game became a tower defense/shooter hybrid, as opposed to a classic shoot’em up. When the redesign hit our project, we wanted to save as much content as possible. Luckily, the tank’s design was so elastic, that designing a new map around it was enough to make it all work. Since the boss model is huge we had to give it plenty of room to drive around and crush the surroundings. Also, there are enough cars on the tank’s way to make sure there are plenty of explosions and debris decorating the players’ screens. The rest of the urban area was also designed to make the most of the tank’s ability set.


The Boss’ signature attack sequence is introduced through a cinematic cutscene. The first shot always misses its mark on purpose.

At the beginning of the fight the JAGUAR fires off a shell in an arc aimed at the X-Morph core, over the city rooftops. The attack misses, however, due to imprecisions in the targeting mechanism. It serves the purpose of warning the player of unprecedented possibility of a direct attack at the core. The aliens see this as a direct threat and set off to stop the war machine from firing further shells at the core. The player has to disable the main cannon before it fires. This requires a direct attack using the fighter, as the boss appears on a new part of the map that was previously locked, so the player has no stationary defenses available there. This is what can be seen in the game today.


The Jaguar tank is armed with a variety of anti-aircraft guns and a special EMP attack that can disable the player’s weapons for a time.

What changed, however, were the events after that. Originally, the player’s attack on the main cannon would damage the aiming gear so much, that the operators would be unable to raise the barrell high enough to fire in an arc. This would force the crew to fire the main cannon in a straight line. In a densely populated city. Through the buildings. Collateral damage is secondary. On a more serious note - this would make (some, but not a lot) sense if the tank remained stationary. After giving it the ability to move around the map this ‘tactic’ didn’t make much sense and seemed like wasted potential. Therefore, we decided that the alien can only temporarily disable the main cannon.

Translating the other prototype mechanics required a little bit of mental gymnastics. During the highway chase the gargantuan tank would destroy the overpasses, as it was too tall to fit under them. Being the 80s action movie maniacs we did not want to remove this from the game. We included this in the final stages of the boss fight. As the JAGUAR tank reaches 25% health it starts rushing the alien core head-on in the last attempt to stop the alien invasion, destroying everything in its path. Apart from looking cool it also evokes a feeling of urgency, making us feel that the tank can really do damage to our core.



A good boss cannot simply be a pile of hitpoints, it also needs a special set of attacks. In our case, enemies are designed specifically to attack the core or the player. When it comes to bosses, they need to be able to do both. The tank is equipped with EMP emitters at the front. When they are fired, the X-Morph fighter loses all abilities. Then the double AA cannons the tank is equipped with pose a much bigger threat. Moreover, the boss spawns multiple sentries as a distraction. Apart from high fire rate and decent damage, they are characterized by a plasma shield, significantly raising their survivability. The JAGUAR tank can also launch a missile barrage against the alien core and fire the main cannon at it. All of these different forms of attack give the boss a complete set of abilities the players have to learn in order to defeat it.

PROBLEMS



All in all, tanks are relatively easy to design, as far as boss battles go. The ability to move in any direction, turn around while stationary and provide fire in any direction are all helpful features to use in design. The implementation of this boss in the game was also quite straightforward, as it was one of the last we actually programmed. It was also one of the first times we used our designer-programmer combo, making the whole workflow easier. The core idea behind such an approach is that both people support each other, make necessary changes on the fly and work out the problems together.

Unfortunately we did not avoid making a serious mistake in the boss’ design. The JAGUAR tank is equipped with many components the player may destroy in any order. They are packed so densely on the main hull that aiming at individual parts is almost impossible. The result of this is that most players simply equip bombs, shoot at the tank and damage whatever they can using the splash damage. We learned that a boss of this type must be bigger and/or the fight must be divided into phases in order for this kind of design to work.

CONCLUSION


A boss’ death sequence must be accompanied by dozens of explosions.

Even though you can always find something to fix, some bugs are not as painstaking to get rid of as others. The Jaguar Type S tank was one of the easiest bosses to implement in X-Morph: Defense. This kind of work makes for a much-needed break from woes of more complicated boss fights. Our next article is going to cover a huge area of the game that we decided to drop completely, together with its boss fights. Ironically it was also one of the first boss fights that we designed for the game - The Dreadnought battleship.

Thank you for taking the time to read through this article. We hope you learned some fun facts about gamedev and the production process. If you'd like to stay up-to-date with the latest news from our studio make sure to subscribe to our other social media channels. Thank you again and see you next time!

EXOR Studios

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Jul 9, 2018
X-Morph: Defense - voidreaver

Commanders!

The time has come and the long-awaited Survival Mode update is finally here! After careful testing and taking all your suggestions into consideration, we have made several changes to the way we handle Survival Mode in X-Morph: Defense. The timer has been reworked, allowing the players whether they would like to earn extra points for skipping countdown or strategize during the intermission a bit longer. We also updated some of the maps, adjusting early waves and resources available.

The difficulty levels have been renamed and their descriptions updated. This way we can prepare the players better for the challenges ahead, avoiding unnecessary confusion. We hope this will smoothen the new player experience and make the learning curve a bit less steep for our users.

https://youtu.be/amWyrVR15xA

Along with these changes we are releasing a new DLC - Survival of the Fittest! You can put the new features and your skills to the test on 5 new maps, designed with the specifics of the Survival Mode in mind. Revisit reworked South Africa, Great Britain, France, Netherlands and Finland. The last three maps also feature the unique defensive measures used by the humans, known from the European Assault DLC.



Please note that the balance changes are global - all X-Morph: Defense players will be able to enjoy the enhanced Survival Mode experience, regardless of the purchased DLCs - those stay entirely optional.

https://store.steampowered.com/app/800341/XMorph_Defense__Survival_Of_The_Fittest/

The full changelog for this update is:
  • Changed countdown timer in Survival Mode. Enemy waves don’t start automatically on the Easy and Normal difficulty modes allowing infinite setup time. Hard and Brutal difficulty modes are unchanged. This change does not affect leaderboard scoring.
  • Renamed difficulty modes: Very Easy = Easy, Easy = Normal, Normal = Hard, Hard = Brutal.
  • Updated Survival Mode maps. Starting waves are now generally easier to defeat.
  • Fixed a few very rare crash bugs.
  • Balanced base levels in some audio samples.
  • Added Nvidia Highlights Support.
  • Updated Main Menu to accommodate new DLC.
  • mproved mission failed tips.

In our efforts to improve X-Morph: Defense we are constantly monitoring your feedback and considering all the suggestions that you make. We are extremely grateful to our community for being so helpful and patient and we hope we can deliver more great content that fully meets your expectations. Feel free to post on Steam forums and contact us on our social media channels if you have any feedback about the game.

P.S.
This update and DLC is also coming to the PS4 and Xbox One.

P.P.S.
Follow us on our social media channels to stay updated!

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X-Morph: Defense - voidreaver

Hi everyone!

We have decided to do a little bit more testing on the survival mode balance update and we need your help!

If you would like to see the gameplay changes we've talked about in action you may do so by joining a public beta we're holding this weekend. Note that the beta will only affect the survival mode gameplay.

To access the Beta build follow these steps:
1. Select X-Morph: Defense in your Steam Library
2. Right Click on it and select Properties
3. Switch to the BETA tab
4. Select "beta_survival Survival Mode Open Beta" from the drop-down list
5. The download should start after you close the properties window
Note: If the beta_survival is not visible in your BETA tab, then please restart Steam and check once more.

The full changelog for this update is:
  • Changed countdown timer in Survival Mode. Enemy waves don’t start automatically on the Easy and Normal difficulty modes allowing infinite setup time. Hard and Brutal difficulty modes are unchanged. This change does not affect leaderboard scoring.
  • Renamed difficulty modes: Very Easy = Easy, Easy = Normal, Normal = Hard, Hard = Brutal.
  • Updated Survival Mode maps. Starting waves are now generally easier to defeat.
  • Fixed a few very rare crash bugs.
  • Balanced base levels in some audio samples.
  • Added Nvidia Highlights Support.
  • Updated Main Menu to accommodate new DLC.
  • improved mission failed tips.

If you have any feedback leave it here or at our discord server, which you can find at www.discord.gg/exorstudios
X-Morph: Defense - voidreaver

Greetings, friends!

Our free update and the new DLC should reach all of you very soon. We decided to take this moment to show you some more interesting things from the X-Morph: Defense development history.



The X-Morph fighter serves as the player’s avatar in our game. All the fighting and tower building is controlled directly through this spaceship. It serves the role of the main character and a valuable asset when it comes to creating the rest of game art. As the game design went through various iterations, so did the fighter.



At first we wanted all the X-Morph structures to follow the machine-flesh style. Organic body parts combined with metallic elements made for a really aggressive image, however all the detail would not be visible in game, due to the isometric camera. All the teeth, muscles and other small elements would amount to an incoherent, noisy and forgettable model. That is why we changed the X-Morph design to metal and energy based, giving the game a much clearer look, like the one you can see in the game today.



We made a short timelapse video, showing you how the alien fighter model changed over the years. It’s a combination of classic 2d concept art and 3d Zbrush models. Enjoy!

https://youtu.be/D1XqpcYvFvI

Make sure to follow us on our social media channels - over the course of the summer there will be a lot of big announcements from us, and we want to share this excitement with you. Also, the newest article in our ‘11 Boss Battles of X-Morph: Defense’ series, about the JAGUAR tank, is coming soon! Don’t miss it!

See you next time!

EXOR Studios

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X-Morph: Defense - voidreaver

Greetings, Commanders!

The release of the European Assault DLC in March was accompanied by the introduction of an all-new Survival game mode. It allowed our players to experience the X-Morph: Defense gameplay in a different fashion, without the full information and with more constraints, making for a refreshing change from the base X-Morph formula.



Ever since we released the update we have been monitoring the feedback from you. Although most of you seemed to enjoy it, there were numerous requests to lower the difficulty in some way. We agree that the survival mode was geared towards the hardcore crowd, punishing people who prefer a more relaxed style of gameplay. That is why with the upcoming update we have decided on some changes to the survival experience.



The function of the intermission timer will be changed. One of the most frustrating aspects for most of you was the limited time between waves. While some people were able to use it to get more points by skipping the countdown, most felt pressured into making not optimal decisions. With the new update as the timer runs out, the next wave WILL NOT start until you decide you are ready. This way the score-oriented players can still gather more points by skipping countdowns, while the rest can no longer worry about the time pressure and focus on creating an effective defensive strategy.



The difficulty levels have been renamed. We have realized that our ‘normal’ difficulty level was quite difficult for most people and ‘very easy’ was not a popular choice as it does not feel rewarding to play on such low difficulty. The new difficulty level names we are introducing are: easy, normal, hard and brutal. There are no changes in the existing balance, so there is no need to restart the game. However, the game will now default to what used to be the ‘easy’ setting, and existing campaigns will update to new names, so if you started playing on ‘normal’, the game will now display ‘hard’ as the difficulty level, but there will be no changes to gameplay. The descriptions will be updated, allowing for a more informed choice of the style of gameplay you strive for. We hope that these changes will make the experience more welcoming for new players.



‘What are all those maps on the gifs?’ you might be asking. With the changes mainly being focused around the survival mode, we are proud to announce a new DLC map pack called - Survival Of The Fittest.
https://store.steampowered.com/app/800341/XMorph_Defense__Survival_Of_The_Fittest

It features 5 maps, adjusted to the survival gameplay, with new enemy setup and refreshed looks. The DLC is optional and will cost $4.99.We believe it will bring you hours of gameplay in those exciting environments.With that being said, we are also working on a new story DLC, but more news on that later.



As always we are eagerly waiting for your feedback and hope that the changes we made will cater to the needs of all our players. We make games for you and thus all your suggestions are carefully considered.

Thank you for your never-ending support
EXOR Studios

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X-Morph: Defense - voidreaver

One of the scenes from the boss’ intro prototype.

As you explore the newest expansion region, you start noticing the slight trembling of everything on the planet’s surface. Ripples on water start emerging. The tremors grow stronger, as cracks start appearing on the nearby windows. Your auditory sensors start picking up a low, steady hum. Hum grows louder and louder as everything starts shaking. Finally, something emerges on the horizon. Something so massive it blocks the last rays of the setting sun. A gigantic bomber, humanity’s ultimate airborne weapon. They mean business this time.


The camera work foreshadows the events that will unfold before the player.

That’s the kind of narrative we wanted to build with the boss fight that’s the topic of today’s article. Welcome back to ‘11 boss fights of X-Morph: Defense’, a series where we share our thoughts and insights about the design of bosses and the problems we encountered while trying to implement those ideas. You can find the previous parts <here> and <here>.


The boss would start the fight by collapsing a few bridges and re-arranging the scene.

As you know already, at its core concept X-Morph: Defense was supposed to have a boss fight at the end of each level, thematically connected to the rest of the map. The map in Britain is the first one where we throw airborne units at the player in a significant amount. New types of flying enemies are introduced, including the ones attacking the core directly. It shows the player that flyers serve not only the supporting role, but are a real danger. That is why we decided we wanted a massive bomber to be the boss in this scenario. A true flying fortress - resilient, with lots of firepower and quite intimidating. With multiple weapon systems, allowing it to attack both the player’s ship or the base directly, it was sure to be a handful.

THE DESIGN


The first time the players are able to see the boss in its entirety.

As far as the visual side goes the creation of this boss was quite straightforward. It was a massive, multi-engine aircraft with clearly distinguishable weapon system located either on or under its wings. In order to intimidate the opponents, the general shape and silhouette of the plane is quite aggressive, with lots of sharp angles and resembling a bird of prey diving straight for the kill. Not entirely in line with aerodynamics, but that was not our main concern here.


The boss’ wings are equipped with various weapons and multiple engines. It was clearly built for fighting it head-on and required re-design.

Designing the fight itself was the trickiest part. Although the flying colossus was supposed to be powerful, all the attacks had to be entirely preventable by the player, not to make the fight unfair. Thus, we decided the boss will follow a set of predetermined paths and launch one of its attacks while its at its farthest from the base, preceded by a subtle dialog cue. While not straightforward at first, we wanted the players to learn the attack patterns and start connecting the dots - getting better at predicting what to do next to prevent core damage effectively.


Early boss fight design for the Britain level. The paths of boss’ attacks are marked in yellow and orange.

The attacks could be aimed at the core, at the anti-air defenses or the player. Each of those would use a different type of missile. Every weapon system could be disabled by destroying the corresponding part on the aircraft. If slowly crippling your opponents is not your thing you could also go for destroying the pilot’s cabin directly or hinder the bomber’s ability to stay in the air by blowing up the wings and fuel tanks. All of these were equally viable strategies. Also, we made sure that nobody exploited the fact there are no weapons in the back, as the boss could drop airborne mines behind it.


Every system the plane is equipped with has its own hitbox. The player may destroy them in any order, which will result in a slightly different fight every time.

One last thing - the boss also had a near-death mechanic - a nuclear bomb. Triggering at very low health, the plane would rush the alien base head-on, and if it managed to drop the nuke it was an instant kill. It was meant to create a sense of urgency, but wasn’t deliberately difficult - just enough to boost your adrenaline levels.

IMPLEMENTATION


The player was initially supposed to fight the bomber head-on, but we made the weapon systems able to target objects behind the plane.

We have said it before and will say it again - the visuals are the easiest part of designing a boss. We had the model ready in no time, and throwing it into the game was no problem at all. We have lost a bit on the ‘epicness’ of the fight due to scale and size constraints. There were no problems regarding scripting the enemy behavior, though, and we managed to achieve all the goals we set for this fight.


Very early concept of the map. You can notice a lot of differences from the final version in game today.

Upon extensive testing we reached a different conclusion - the boss was a bit too much for this part of the game. Fighting this beast did not warrant the massive barrage of missiles fired upon the player. Although we liked the mechanics, they did not fare well in the tower defense style of gameplay. All the design objectives were set when the game was a pure top-down shooter. That was the real natural habitat for this boss. Meaningfully incorporating the tower building and strategy aspect of our redesigned game was not really possible.


One of the pages of the intro storyboard. We used these as a reference while preparing the cutscenes.

Since X-Morph: Defense is supposed to cater to the fans of both genres, including such a boss fight in the game would mean that some of the players would be thoroughly disappointed, as the highly tactical level suddenly turns out to be classic bullet hell. Rather than trying to rework it from the ground up we scrapped the boss from the game completely, reusing some of our ideas elsewhere.

All of this was also happening at the time when we were quite fresh with working on boss design. Nowadays, we tend to pair the designer with the programmer, which optimizes the workflow and ensures that we do not design something we actually can’t pull off. Moreover, it was the first time working with lua scripts for some people in the studio. Although we got the boss working it didn’t feel right. The boss fight was boring, exploitable and just not rewarding enough.

CONCLUSION


The fight was difficult and not satisfying. We backed off at the right moment, and this GIF sums it up perfectly.

The flying fortress boss was another idea that had to be scrapped completely because what looked great on paper did not translate well into gameplay itself. Not all of the work went to the bin, and we learned a lot, but this was a hard lesson in modesty. We wanted this fight to be epic and exciting, while it turned out to be not so epic and repetitive. Sometimes it’s better to admit to the mistake and delete it rather than to face the players’ disappointment.

Join us next time, as we unveil the intricacies behind the design and implementation of the boss from the Germany level in X-Morph: Defense - the highway tank, JAGUAR. Until then, follow us on our social media channels for updates and fresh content.

See you next time,
EXOR Studios
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X-Morph: Defense - voidreaver


Hi everyone!

Since the launch of X-Morph: Defense one of its major strengths was the local co-op functionality. Being able to play on one couch with friends or family is a completely different experience than playing solo. It builds bonds and evokes emotions difficult to find elsewhere. We have always been fans of this style of gameplay.

Unfortunately, despite our multiple attempts and best intentions we have not delivered the online version of the co-op game mode. The main problem with the game is that it’s heavily physics based and it affects gameplay, thus we would have to make the physics 100% predictable or to completely rework the whole framework for it to be able to send physics information in multiplayer. Unfortunately this would require 6-9 months of work for 2-3 programmers and so we decided that we won't be able to pull it off.

Luckily, a solution has arrived. The wonderful people at www.parsecgaming.com have delivered an amazing free tool which you can use as a workaround.

Parsec is a free program which you can use to stream your desktop to other users. In other words - you let other people have access to the controls of your Windows PC and they can see your screen on their monitor. This way you can run X-Morph: Defense and play co-op with someone over the Internet just as if they were by your side!

Here’s a quick tutorial on how to set it up.

Go to www.parsecgaming.com, create a free account and download their app. Upon launch you will see this screen.



Once you’ve entered your data you’ll be greeted with this screen.



In order to proceed, press ‘add computer’ You’ll see the following options.



If you are the person who will be running the game choose the ‘host’ option. The other player will connect to you, they don’t even need to own a copy of the game.



Once you’ve got that set up you may acquire a link others can use to connect to your PC. They have to use the ‘play on a friend’s computer’ option in ‘add new computer screen instead.



Once the other person tries to connect to you a pop-up window will appear, asking you to confirm the connection. Note that the other person also must have a Parsec account and you may ask for their username. This way no unauthorized person will access your PC.

Note that there is no possibility to use two sets of mouse+keyboard combo. One person must use a gamepad. Make sure to have gamepad access allowed on the host computer.

We hope this solution will make up for the lack of online functionality in our game at least in some way. We hope the new content we will deliver soon will sweeten up the bitterness of this situation. Stay tuned for exciting news very soon.

Forever yours
EXOR Studios

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X-Morph: Defense - voidreaver

A scene from the Tarantula Mk V’s in-game intro sequence.

In the previous article about boss battles we explained that not all our plans regarding X-Morph: Defense came to fruition. Even though it was not the first game we worked on, we did not manage to realize some of our concepts. One of the casualties was the mechanical scorpion boss, which only made it into concept art. Critically analyzing your own failures is important for your personal growth, but you must not forget about the things that went right. Today we will present to you an example of a boss battle which we managed to finish. It’s everyone’s favorite - the Tarantula Mk V.


CG animated version of the Tarantula Mk V walking through a city.

HALF THE NUMBER OF LEGS, DOUBLE THE DANGER

Originally named ‘four-leg mech’ (innovative, isn’t it?) the Tarantula Mk V is the first boss you encounter in the base version of X-Morph: Defense. The first level acts as a tutorial, easing the player into the game world and its mechanics. Therefore, the boss needed to be iconic and easy to defeat. After the aliens manage to tear through the defensive efforts of surprised humans in South Africa, the machine is deployed as an ultimate weapon in order to stop the alien invasion. Since there are many more levels in our game we think you can guess how that ends.


One of the few possible ways to destroy the Tarantula Mk V.

The Tarantula was actually the first boss we used for testing the game and it can even be seen in the footage from the X-Morph prototype, although there are a lot of differences between that and the final version. The original Tarantula Mk V was a boss for a classic, scrolling, top-down shooter. It wasn’t supposed to walk around the level freely, therefore it only moved very slightly. The weapon system wasn’t sophisticated either, as we wanted it to follow a strict firing sequence, just like in other bullet hell kind of games.


Footage from an early gameplay prototype circa 2012. Classic vertical scrolling shooter gameplay.

Thus began the lengthy process of adapting the machine’s behavior to the tower defense style of gameplay. Luckily, as we already learned, the visual design is the shorter part of the process, so we already had high-quality assets we could use. We ended up featuring them on both the old and new versions of the concept art and in the CG announcement trailer.


Tarantula Mk V promotional art.

ENVIRONMENTAL PROBLEMS

As the player launches our game for the first time it is important to establish some sort of expectations for the rest of their time with the game. X-Morph: Defense is not a simplistic shoot’em up. There is a lot more depth to it and the scope of operations is more akin to blockbuster movies rather than arcade classics. Had we simply put the boss on the map out of nowhere, the general atmosphere would have taken a huge hit. You can’t destroy the whole planet in the prologue of the game, however, so we had to limit our destructive drives and come up with something which was both exciting and reasonable.


X-Morph battling the Tarantula Mk V. In-game footage.

From the very beginning of our project, we were aiming for a spectacular, cinematic style of presentation. Both the graphics and music were supposed to emphasize the epic scope of the game. Following this line of thought, we wanted to introduce the Tarantula Mk V to the player through a cinematic intro sequence. A classic story board was made for that purpose, and we later followed with production. The in-game version of the boss intro sequence was over 2 minutes, which was way too long. On top of that we didn’t have a system for rewinding cinematics at that time, so after not long the entire team hated waiting through this sequences over and over again. As a result, we decided to remove the entire intro sequence and to re-make it at a later date.


A fragment of the Tarantula Mk V intro sequence storyboard.

Not only the intro cinematic was revised. After making the whole first level and testing it a number of problems emerged. First of all - people picking the game up for the first time had trouble completing it. If someone accidentally dies during the tutorial because of their mistake that’s fine, but we had a bigger problem on our hands. Even after several attempts, the level was still too tough. Furthermore, if somebody managed to get through the initial waves of enemies the boss fight seemed too easy. Rather than redesign the existing level we made the decision to prepare a completely new map.


The initial version of the South Africa level. The X-Morph were supposed to land on a golf field situated right next to a slum district.

FIRE IN THE HOLE

The Tarantula Mk V is the simplest boss in X-Morph: Defense but it’s by no means simplistic. All the legs of this abomination are independent systems, the player can both damage and be damaged by them individually. The spider’s body itself has 4 weapon systems, able to operate on their own and again, be disabled by the player. It’s worth mentioning at this point that we have simplified the Tarantula’s structure. Originally there were many more individual elements, but we decide to merge them for the sake of better gameplay.


Boss collision meshes are attached to its skeleton and animate along with its movement. Glitches in an animation can also displace physical collisions as pictured above.

The textures on the Tarantula represent the amount of damage it has taken, changing dynamically as the player shoots it. Not only the textures change - as the legs or weapon systems take damage, they spawn scraps and debris, making the battle look more realistic. That alone is a lot of work. There are over 500 individual objects, comprising the body of the boss. All of them have both the graphical and physical representations. As individual sections of the Tarantula’s body get damaged, it’s possible to see the damage, the debris and feel the power of the alien ship. It’s all possible thanks to a special set of hitboxes you can see below. They allow us to calculate screen space collisions of player weapons. Screen space collisions are a special gameplay trick that we use to make the player’s life easier. Instead of calculating if a bullet has hit an object in 3D space we check if the bullet is overlapping a hitbox on the game’s screen. This way you don’t have to worry if you shoot over or under an enemy because the hit will register whenever these objects overlap on the screen. That being said, we use this system very selectively, such calculations happen only between the player’s weapons vs all enemies. Thanks to this system shooting always feels “right”.


Tarantula Mk V’s hitboxes envelop its most important parts, that can be destroyed by the player.

What we enjoy the most, however, is blowing things up. Therefore, every destroyed part triggers an effective sequence of explosions, comprised of several particle effects, carefully modeled by hand after real-life examples. As a fun fact we can tell you that there are 214 explosions comprising all of the boss’s parts’ destruction sequences. The boss itself can be taken down in two different ways - by destroying the legs or the main hull - and each of those leads to the epic end animation, taking down a great part of the city in the process.


Tarantula Mk V’s death sequence destroys a large part of the city.

As we mentioned already, every part of the Tarantula Mk V is an amalgam of smaller parts, each with their individual characteristics, making the machine whole. Everything about the boss is scripted individually - its behavior towards the player, finding the path to the alien core, even the reactions to the destruction of its individual parts. With the destruction of each system on the Tarantula, an individual event is triggered, complete with a dialogue line (translated into 13 languages) and an English voiceover.

CONCLUSION


Tarantula Mk VI - a tougher version of the same boss makes a re-appearance in the Nigeria level.

All in all, after we finished implementing all of the systems that we wanted to have for this boss, it turned out to be much more time-consuming than we expected it to be. The visual representation is only a fraction of the necessary work. This made us reconsider the number of bosses in the game. Starting from 11 designs, we finished at only 4 in the main game and 1 in the DLC. Each of those has its own story and individual problems, and we will try to tell you about them in future articles.

Until the next time,
EXOR Studios

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X-Morph: Defense - voidreaver


The first boss battle - Tarantula Mk V.

Before the era of deep stories, rich worlds, and morally based decisions, computer games had to catch the players’ attention by other means. The main character, level design and gameplay mechanics had to be iconic enough for the players to fall in love with. Even though the technology evolved and games have more means to keep us entertained there are some elements that never changed. One of them is boss fights.

Bosses in video games keep the players honest and the game flow in check. A good boss fight is difficult, but not frustrating. It simply requires making use of the previously introduced mechanics, sometimes in an unconventional manner. It is not an overpowered heap of meat with lots of health. It’s a gateway to the next level of gameplay awaiting the protagonist, often entirely different than before.


Vertical scrolling shooter gameplay prototype - circa 2011.

We wanted X-Morph: Defense to follow this philosophy. The initial concept for the game we had was a side-scrolling shooter, much like River Raid. We wanted to set each level in a unique environment and finish each one off with a final encounter with a boss, giving a sense of closure. We ended up designing 11 biomes and their bosses. However, it turned out that the visual representation and design of the enemy is not even half of the necessary work.

In the final version of the game, we included 4 boss encounters and an additional one in the European Assault DLC. In this series of articles, we would like to show you both the bosses who made it into the final cut, and those who didn’t. We will describe the production process, the initial design, and the end effect.

THE MECHANICAL SCORPION


The Scorpion boss starred in one of the game’s main concept art pieces

Let’s kick our series off with one design you might have already seen on some of our concept arts. This creepy crawler was supposed to be the final foe of the Egyptian desert level. It’s not the biggest contraption we’ve ever designed, but it would be nightmare-inducing for sure. With multiple smaller weapon systems and a massive laser at the end of its tail, the X-Morph would definitely feel the sting of the scorpion.


Scorpion boss render without armor plating.

Imagine this scenario. You’ve just fended off a couple of waves of enemies and suddenly the ground starts shaking. You can hear the rumble of something massive underground. Then, all of a sudden, the boss emerges from beneath the sand. You start the defense of your core and as the fight progresses you learn that the scorpion can dig into the sand and unborrow elsewhere!


Sample animations with in-game objects to scale.

This kind of behavior is unprecedented in X-Morph: Defense. Moreover, contrary to what you see while fighting other bosses, it would not follow a specified path but freely move, forwards, backwards and sideways. As for the arsenal employed against the player, that consisted of a classic minigun, an AA flak cannon, a scattergun capable of launching grenades (effective against towers), the tail laser and the tail itself. Yes - the fighter could be blown out of the sky with a massive swing of the tail.

In order to defeat this behemoth, the player had to find the weak spots and there were a couple of ways to go about it. The first, and perhaps most obvious, were the legs. If all 6 were critically damaged, the whole construct would fall down. The second was to destroy the cabin. In order to do that, the player would have to disable the shield generators first, and then destroy the command bridge. Also, the tail could be damaged in a way that would destroy the whole machine.

IMPLEMENTATION

Our graphics designers have done a great job with this one. We had the art ready in no time and the model followed shortly after. Based on what can be seen in nature we’ve made the basic set of animations. After applying textures we had a pretty good idea what it could look like in the final product. Based on that we went on to design the hitboxes, which followed the initial concepts we had for the various systems comprising the boss.


Scorpion boss hitboxes and weapons.

The whole battle was supposed to be mixed with fending off even more enemy waves, requiring the player to switch between protecting the towers and the core form the scorpion, and crowd control. We wanted the terrain to be much like the real desert. Units were supposed to slow down while walking on sand or climbing dunes. We wanted the fight to be both exciting and full of opportunities for strategic outplay.


Initial level layout and gameplay concept. In the end, the boss battle, unfortunately, had to be removed and the entire level design was changed.

Although it seemed that most of the work was behind us, it was only the tip of the iceberg. After designing the battle sequence we realized that it would take ages to implement it in our game. Additionally, programming all those special actions, attacks and win conditions also proved too much work to get it done in a reasonable amount of time. Last, but not the least, the Scorpion's movement system would have to be implemented separately for this single enemy. We had the basic animation set, but making it look fun and realistic in all possible cases would be too much to handle during the time we had left to finish the project.

CONCLUSION

You can always estimate how much time you will need to make something work. However, over time you will learn that most estimates are way off, and there are more things that can go wrong than you can think of. The concept design for the scorpion was very quick and painless, but the technicalities made us drop it altogether. We will tell you how much effort is necessary to make a boss fight work in our next article, describing something you already know well, and what actually made it into the game - the Tarantula Mk V.


May 11, 2018
X-Morph: Defense - voidreaver
https://www.youtube.com/watch?v=8RANgJ0NP64

Let's celebrate the weekend by watching this AWESOME trailer for our survival mode. It captures the essence perfectly - high tempo, lots of action, no time for playing around with deliberately placed towers!

And there's new survival content coming as well. We are working on a new DLC focused on this mode, which will come with some balance updates you've been asking for as well.

Stay tuned!

EXOR team
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