With the presence of two enemies in a single fight I had to create the ability to switch targets while locked-on, instead of having to turn it off and on to switch. I watched a video with a lot of math I didn’t understand. I simply followed his instructions and tested it out and it worked well enough. And there is a lot of math and my puny brain cannot grasp everything. As long as I can understand the gist of what it does I should be fine.
I made sure it could switch between the left and right enemy. This is only important for this fight really, because I don’t see any other fight where I will be putting more than one enemy.
In the video he used separate inputs in order to switch targets, but I didn’t want to add new buttons so I did my best to make sure that you could switch targets by flicking the camera. It doesn’t work perfectly every time, but it works often enough and still works in the middle of a fight. If I can improve it further I will find a way, but since it is only for this fight it won’t be my next top priority. I made sure it worked for both the controller and the mouse.
Then after a lot of testing of the fight I found that one of the attacks of the boss happened too often so I added some logic to make sure it would have a random delay that would cause it to happen less frequently. With this once the attack takes place it can only happen again after the boss attacks a set amount of times.
Unfortunately I ran into some issues with the character itself, I thought it was fixed but the dashing and even the whipping seemed to bug out at times. I added an extra check in the dash to make it only registers if your cooldown is refreshed. For the whip there was a check I removed that may have been causing the issue.
I made improvements to the flow of the boss fights as well. The level changer actor activated as soon as it appeared, now it has a radius so you have to get close to the boss that you defeated. That way if you kill it from far away you have to get close to see the prompt to “capture” them. Previously it said “knock out,” which doesn’t make sense for some of the bosses who would be lying on the floor.
I think I am fairly happy with how this stage turned out and I will make a few more tweaks then my next thing on the to do list is having a cutscene or animation that shows the “capturing” of the boss. That way the transition to the next level isn’t abrupt and there is some closure to the level the player just finished. I have been putting this off for awhile because I will have to learn how to make animations from scratch and also how to create a cutscene.











