Boss fight design is pretty fun since bosses are miniature puzzles that test your ability to do something. Most of the time, it'll require you to recognize patterns and be able to act upon that information. Other times it's pure execution. Sometimes it's a mix of luck as well. The boss fight against Ensign E is quite straightforward; He's in a rotating metal box that protects him from shots - except in two slits - and he's firing a barrage of elemental blasts at your current position. Not entirely what I had in mind when I first started working on 100RTBD, but it feels okay in my book

Red blasts heal him, blue blasts allow him to an extra attack, yellow blasts increase the speed of the rotating wall for a while. When the player will get the Elemental Blast skill, these effects will change a bit but the spirit will remain there. I'm a bit curious as to how the actual targeting will work. I could make them home towards enemies, like Ensign E's do.

I've also split the controller_script.cs file into a bunch of smaller ones. Monsters, Guns, Items, etc. They're all now in their respective file, so I'm moving towards the 'one class' per file ideal scenario.

Time spent on the project so far: 407 hours

Currently working on: The fight with Ensign E

Screenshot after the jump: Boss fight with Ensign E

Posted
AuthorJérémie Tessier