New this week
This week I implemented all the damaging attacks for the first boss. Implemented the remaining animations, added some more items and created a separate permanent upgrade for healing.
New Items
| Name | Effect |
| Copper Heart | +1 max health on kill (up to +200) |
| A Moral Compass | 40% chance to heal a percentage of damage taken |
| Amoral Compass | Deal damage taken in an AOE |
Along with these health numbers I probably will be buffing the health gain on most the +max health items to fall more in line with the damage being dished out.
New Healing Mechanic
While creating the state machine for the boss I realised that giving the player a maximum of 3 heals for the entire floor is a little too rough. I’ve created a new unlockable upgrade in the vault keepers shop called “Bone marrow extractor”. This item allows the player to refill a healing pot after killing a set number of enemies. The pricing for this item falls just before the 2nd pot upgrade. This will give players more sustain in the normal rooms without drastically changing affecting the boss’s difficulty.
New animations
3 new animations were added this week. All of which relate to long range attacks. The 3 animations are a backstep, a ground slam and a projectile attack. Of course, more work needs to be done to properly make the animations work but so far, I’m fairly happy with them. The animations can be seen below.
A positive side effect of the root motion adventures is it gives me a reliable anchor bone to attach projectile positions to. Which will be helpful in the future.
State Machines
I have implemented all the attack hitboxes as well as some initial damage numbers for the attacks. Most of the damage numbers are fairly stock standard however one stands out. The clap attack lifts the player into the air, into the path of its follow up. However, the follow up is so hard to get hit by I’ve decided to make it do a lot of damage. In this un-playtested phase, if you get hit by that attack you kind of deserve to be put on deaths door.
What’s next?
Next is to implement the state machine version of the animations alongside create the hitboxes and projectiles for it. One of the animations seems like it’ll be straight forward but the other I may need to do something strange to get it to work.



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