The Foreman
This entry will be rather short today because I did many, many small things this week. The Foreman was the largest task, but still not as complex as previous weeks work. The Foreman is the secret boss of our game and the person in the game who started the players mission of revenge. Some things I needed to do on my end were making the boss setup, the boss attack, the boss movement, lighting, and the conveyor movement. Each of these combined would make the experience fun and rewarding for taking down one of the big bad guys.
In terms of boss setup, I utilized Unity Events to make sure the player movement was clamped and temporary walls were built in the arena when the player collided with a collision volume. After that, I reused my calling card script to alert the boss to activate.
For the bosses attack, saws alternate coming from the lower left and lower right of the screen bounds. They calculate a parabola using their starting point and the players current point. This calculation makes the projectile lob itself at the players position at the time of the calculation. This combined with the moving floor can make for some tricky situations that I found to make a simple boss quite fun.
Again, for the boss movement I utilized parabola mathematics to have him hop between two points. In addition to this, the boss will trigger a light color change event whenever he hops from one side to another to replicate the opening sequence of the game.
The lighting was simply added using built in Unity2D lighting features. Where the nuance lied was laying out the lights in such a way that the player always had enough information to enjoy the fight. To help accomodate this, the projectile attacks have an area light childed to them to make sure the main threat is always visible.
Lastly, the conveyor belt alteration was a little trickier than anticipated. Changing the direction that affected the player was simple enough, but the direction of each animation for each conveyor belt piece needed to be swapped in such a way that no mismatched animations showed up. I had to play around with the physical animations themselves and other methods of making sure that all the animators were being set simultaneously.
Disavowed
Status | In development |
Authors | King Studio, Devon0033, Mike_Sroka, Michael-W-Smith7 |
Genre | Adventure |
Tags | 2D, Action-Adventure, Metroidvania, Unity |
More posts
- Steam Launch!!!Dec 17, 2022
- Coming to a closeDec 16, 2022
- Project OverviewDec 14, 2022
- Steam StuffDec 13, 2022
- Achievement GetDec 11, 2022
- Controls Remapping AgainDec 10, 2022
- Steam funDec 09, 2022
- Boss Music ImplementationDec 09, 2022
- SteamWorksDec 02, 2022
- Callback Issue with Controller SupportDec 02, 2022