Causality
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Hi I’m the producer and lead AI programmer on team Yggdrasil that is currently developing the game Causality.
Creating phases! Our boss consists of two different phases during the fight. The first a bit easier and slower. Animation speed is slow and damage values are lower to ease in the player into the fight and help them recognise some patterns and tells from the boss when he is about to attack. After the boss hits 65 % hp threshold he roars, throws his giant axe away and enters a beast like state where his speed and damage increases. He hulks forward like a beast and uses his claws to slash at the player or throws rocks and leaps through the air in order to destroy his pray. To implement this I used a finite state machine to switch between different attacks and a simple animation manager script that uses enums to check what action the boss is doing and play the correct animation for that action. All important data was stored in variables in a separate script that was passed as a reference to all behaviours and states so that I did not need to create multiple variables containing the same data. |