Devlog 6 : first boss
This week we implemented enemy health and death systems. Piggybacking off of last week's introduction of the new combat system, the next step was to give enemies custom health and death animations. Each enemy now has a health bar above their heads which displays their current health which updates when a player deals damage. Enemies will now play a death animation when their health is zero, then the unity game object is destroyed in runtime to cut down on operating costs.
Next up is the most important implementation yet, bosses. Now with the new combat system it was quite simple to create a unique boss. Their movesets are vastly more complex as they are to be fought for a longer amount of time and are only fought to completion once. Each boss is fought exclusively in their arena so their pathfinding is very simple. The boss's health is displayed along the bottom of the screen. When the boss is at half health their combat system changes to “second phase” in this phase the boss has different attacks than before. Some attacks are the same but faster and some attacks are exclusive to the second phase.
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First Spawn
A short soulslike game
More posts
- Devlog 13 : final preparations for deliveryJan 09, 2023
- Devlog 13 : finishing touchesJan 09, 2023
- Devlog 12 : christmas and animationJan 09, 2023
- Devlog 11 : content completeJan 09, 2023
- Devlog 10 : beta build preparationJan 09, 2023
- Devlog 9 : alpha build preperationJan 09, 2023
- Devlog 8 : second external playtestJan 09, 2023
- Devlog 7 : first external playtestJan 09, 2023
- Devlog 5 : enemy ai expandedJan 09, 2023
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