Boss phase 2

New this week

This week I created 2 more animations and implemented the animations created from last week. Alongside this I made some appropriate particles effects and balanced some of the damage values.

New Animations

The new animations added were a phase 2 attack and a phase 2 transition. The phase 2 attack involves taking his arm of and swinging it like a weapon. So, in order to choreograph/foreshadow that, his arm falls off during the phase transition animation. Below are the two animations.

New Moves

The new moves implemented were the triple projectile shot and the AOE ground slam. These moves also have a phase 2 variant featuring more projectiles. I may tinker with the accuracy of the triple shot thought.

Particle system changes

As you can see by the video the particle animation no longer lines up with when the projectile itself is fired. This is an unfortunate side effect of swapping the false orb onto the particle system. One of the possible remedies is to have the projectile be fired at the conclusion of the particle system. However, this removed some freedom of design as I cannot specify when certain abilities should fire. If I tinker with this, I should be able to find a solution that fits everything better.

What’s next?

I believe the boss has enough moves for now, so I’ll put that on the back burner. So next week I will work on modifying the charged projectile attack to more flexible/ easier to implement. Along with this I will implement the shop pricings for those items I created last week. As this is functionally the end of a section I will go through and clean up a lot of code.

One thing I want to rework/redo is how the recycling system works. As currently it does not act like the feast or famine mechanic I wanted it to be.

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