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NEO Impossible Bosses is a RTS-MOBA RaidBoss rush in which players have to utilize a number of heroes to defeat the IMPOSSIBLE BOSSES!

Post news Report RSS NEO Impossible Bosses: Wishlist on steam now! Also, land destruction updates, demon boss work

Steam Store page is up! Go Wishlist it now! Also, gif update, Land destruction improvements, Reworked Extinguish ability, Demon boss work

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Gif update! Land destruction improvements, Reworked Extinguish ability, Demon boss work



Land destruction visual improvements

Here's a slight improvement to the land destruction debris of the Fujin's Destruction Palm ability.

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Before this, a hole would just appear


I had already used my Navmesh to define the triangular meshes, and then subdivide the triangles. I first defined the subdividing rules to be based on the length of an edge of the triangle. If the one of the edge's lengths is exceeded I subdivide it by adding a line from the edge's midpoint to the opposite vertex of the triangle. It's pretty trivial to handle the case for 2 or 3 edges of the triangle exceeding length, I'll leave it to you developers:)

Reworked Extinguish ability

Before I reworked this ability, the One-Eyed Mage boss would just fire off fast moving projectiles to heroes in a straight line. In this encounter, players have to keep track of a high number of things including enemy adds, circular areas, etc, hence why I decided that this ability had to be reworked to ease the amount of tracking.

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'Extinguish' projectiles reworked, following a new kind of pattern that doesn't stray far from the boss


The projectile pathing pattern is made using a mathematical formula called a Rhodonea curve, with random speeds. I'm still not totally satisfied with this, it still looks messy due to the random speeds. Maybe I'll remove the random speed and tweak it such that it has a dodgable aspect to it.

Ji'loch the Imprisoned boss work

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Demonsmash! Closing in is essential for a melee boss

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Demonic Seekers. Projectiles that track heroes

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Ultimate: Armageddon Blade


Future
I'm very, very close to a demo build release on itch.io/steam. After that I'll be putting up a closed beta. See you around!

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