Built an entirely new and separate room just for the boss, and did some fancy stuff using the same logic that brings the player back to the building. Taking advantage of what I had I was able to teleport the player to the boss room with no issues. This is something I can probably end up using in another level.
I made it separate from the castle because I need it to rotate differently and I want to remove anything that isn’t necessary during the battle. That way it can hopefully clear any memory for the relevant functions.
Before improving on the base boss I needed to test out of an AI can even fight on an arena that changes position. I found that there is a setting that updates the navigational mesh in real time. So it essentially tells the AI when the environment has changed. To make sure the navigation encapsulated the whole arena I made it big enough to cover the entire thing. So far the enemy can move on both sides, with a slight delay. I will try to figure a way around that, and I’m sure there will be other unforeseen issues eventually.
For the base AI of the enemies I knew I needed to use the one I had for the first boss. It had all the important and simple tasks with moving and attack at the same time. But I needed to simplify it by a lot and make sure it was easy to adapt to any new enemies I added. I also simplified the moving and strafing tasks so it can be used on any AI and then I tested it in the arena. It has awkward animations because I still need to put new animations from the ground up for the new boss. But so far so good on improving the base. It should be a lot easier to make new bosses. The first two bosses were a good learning experience and from the two I’ve learned how to simplify and complicate whenever necessary.
Tomorrow I will be working on creating the model for the new boss as well as adding attacks and unique tasks for it to accomplish.









