Causality

Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.

Attack the world!

Our boss is no fun if the only thing he does is walking around. So in order to remedy this we tried to come up with some fun challenging attacks and patterns.

The animations where recorded in motion capture so all I had to do was write the code to make it work in game.

I used a finite state machine for all the different attacks. Each attack being a state.

I started with a simple single attack where the boss should track the players movement and rotate towards him and when aligned correctly the boss should execute a fast low damage single hit with his huge axe.

This attack was initially supposed to be used as a roll catcher or to punish the player for using slow heavy hitting combos but seeing as we did not have time to implement the entire combo system for the player I decided that the boss will use this attack in his standard phase one rotation.

In order to avoid multi hits on the player the hitbox on the boss weapon is only enabled during certain frames in the attack animations and this counters an bugg we had were the player could walk into the weapon and take damage without the boss doing any attacks.

About joni nikander

2015 Game Design