Hello my friends!
Do you like physics in games? Do you like gravity and magnets in games too? Why not combining all of them in a single boss fight?
Watch the magic happen in full HD at 60 FPS
Overhauling the Boss System
I started the boss system with my prototype "Super Stone King" and revised all the classes that had to do with it. For that I revised the "AttackSkill" class and I revised the child classes for all attack skills. Further I created the "Animation" class, which makes it possible to add new animations with ease.
Take a look at some of the new animations I made for Magneto:
Note: It is possible now to add two different idle animations to a boss. The second idle animation plays after a specific number of full "Idle_1.anim" loops. E.g. If the Idle_1.anim plays 3 times, then Idle_2.anim plays a single time, before the playback of Idle_1.anim resums. With this system I can extend the idle animation with an eyeblink for example.
Currently the animations are made of 20 single frames. They are combined into a spritesheet, which looks like this for the Death.anim of Magneto:
Upper Left: Start of Animation
Bottom Right: End of Animation
I hope you like it :D
Note: The difficulty to make this animation look great, was that the water ripple effect needs to be seamless for each frame. They are even seamless in the shatter effect! This looks very naturally in the result. It's the same for all other animations like the magnets.
As you can see, they are all seamless!
The "AttackSkills" class is the heart of the boss fight system. It contains all the skills, which can be easily add to a boss or a mob.
They devide in three categories so far:
- Active Skills
- Passive Skills
- Switch Attacks
- Active skills are direct attacks like the shockwave or shots
- Passive skills could be something like the attraction of objects or flame/poison damage over time
- Switch attacks can be used to call boss events like the polarity switch of Magneto
In the update cycle of the main boss update method this is even more detailed. It distinguishes between the following phases:
- First Attack
- Second Attack
- Passive Attack
- Near Player Attack
- Switch Attack
- Shot Magnets
- Quick Charge
- Attract Magnets
- Polarity Switch
This is the new structure for all upcoming bosses.
To have a better imagination of how I can add boss functions / animations now, look at this picture:
The IdleBehavier set the movement behavior. In this case the boss move towards the player during the IdleUpdate phase.
Steam Greenlight Submition Soon!
As my followers know, I want to submit Caasi's Odyssey to steam greenlight at the end of februrary. Currently I work on the last boss fight for the Early Access content and the demo map, which acts like a playground for you to test all the game mechanics!
This will be a lot of fun! Are you coming with me? Follow me!
Track the game here on IndieDB or:
Have a nice day and take care!