Boss Battle (The Legend of Zelda, NES (2-headed gleeglock, gohma)
-Battles are in wide open area, all props are off to the side and against the wall for the majority
-generally have weakness/ weak spots
-drop some kind of reward
-Classic boss battles seem to be shorter than modern ones/ enemies have lower health/ heroes have greater attack
-Bosses either don’t move/ or move a lot, smaller enemies tend to move a lot, larger tend to move very little
-Multiple angles/way to attack the enemy
-Ugly
-generlly set up to be guarding something, a door, treasure, an exit, serves a purpose
-long rooms, generally rectangular and not square shape
-medium size rooms, big enough to be able to dodge, small enough for the character to be in danger
My Boss Behavior-
Movement-
-Boss Moves forward toward the player until it reaches the center of the room
-use move components to achieve this
-Boss Moves backward when hit
-using branch to see if hit, booleans to check if all the way back
-Moves side to side
-Weakspot, only displayed when prepping attack, 2x damage when hit
Fires-
-Fire Projectile
-Bursts out several
-50% health number of fire projectiles increases
-10% health Giant singular Fire projectiles
-use branchs with float (greater than, less than) variables to achieve this
Ideally last fire will track player but of its achievability
Enemy Health
-Displayed in UMG Hud
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