

Moreover, for a little dramatic flair, the train tracks would not be empty at the start of the level. This element made it to the final game, as it introduces multiple ways the players can shape the enemy paths and take the level on.

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Thus, instead of opting for a flat, desert-like environment, we went for a series of tunnels and overpasses. Had we simply put intersecting tracks on a flat surface, it wouldn't have made the fight any more fun, just unnecessarily complex. The layout of the train tracks couldn't be random. To accommodate the regular enemy waves as well as the boss fight. This was supposed to show that the rail network was very complex and required the players to guard 12 points of entry in total.Ī very early mockup of the level design. By simply teleporting the boss entity we avoided the necessity of creating a multi-kilometer rail network only to turn around the train of this size. That, in turn, gave us a free hand to turn the train back, rotate it, and place it on a completely different track than it previously used. The players cannot see what lies beyond the level boundaries in X-Morph: Defense. We decided to place six train tracks on the level. It meant that the level would have to be designed specifically to address this need.

One of the limiting factors for designing such a machine is the fact it moves on rails only. If you decide to go for the weak spots, though, you might be able to snipe the whole part of the train before it becomes a significant problem. The player may aim at the weapons in order to reduce their functionality, decrease the damage and increase the charging time. Each carriage has its weak spots, such as capacitors, generators, and engines. In order to take the train down, the player would have to destroy all of the single carriages. They show the true scale of this monstrosity. Notice the purple elements - humans and planes.
