While looking through some of my old photos I realized I made a Haunt logo that I hadn’t been using. I like the look of it and I might get a professional to make an improved version. For now though I added it to the loading screen for a simple splash art.
After that I did the first thing off my checklist which was add a camera pan to the level. It starts from a camera high above the map then transitions down to the player. I used the logic I had from the first level so I could create a function within the player character, this way I can use it for future levels without having to remake the function. Eventually I’ll need to learn how to create cinematics and use the sequencer.
I worked on some of the attacks on the boss, which I am not happy with. Due to his size, it’s very difficult for him to hit the player. I need a slam animation that would hit the ground right in front of him, but I couldn’t find any so far. I will work on finding one or have to make one for myself. For now I simply played some of the animations backwards so it created an attack that would have a better chance at hitting the player.
Besides that I added a new object that is a pillar of light that appears periodically where the player is. At first I had it doing basic damage. I used the ring model I made for the first boss and repurposed it here. Using a specific material and two different timelines I made the spawning of it less sudden, it appears transparent when it appears and then fades away as the ring expands. It is a nice and simple effect, these are core tenets I need to stick to. I don’t want to make something complicated, as long as it is effective. The special thing about this ring is that is slows the player down. I was able to change the play rate of the animations, creating a function in the character so I could grab it easily as well. This fits the time theme well.
I’m still thinking of other things I could have the pillar do, but for now this fits my purposes very well. I may simply create other similar pillars that have different effects.
While I am not too thrilled with how the boss moves and attacks, at least I got somewhere with the other obstacles of the fight. I still want to work on the puzzle of the fight, which will be optional to the player. Solving the puzzle will make the boss easier, or at least receive more damage from the player. This boss reminds me of why I hate fighting big bosses, they are annoying to fight and hard to manage at close proximities. Creating one from a developer’s point of view is even more difficult. I somehow have to make it difficult to find at close range. More problems to solve.















