Trails and details

Went through the tedious task of adding more effects to the boss’ attacks. Along with making sure she made some footsteps when doing certain actions. The trails aren’t exactly where I want them to be so I’ll fix that soon by adjusting the position of where the trails start. While testing the fight I found that the rain was adding to the difficulty because it made the screen so busy. I don’t want it to hinder the fight in any way so I decide to stop the rain once the player got inside the fight.

I learned a lot about how to improve the combat in the game. First off I reduced the size of the target image on the enemy when locked on. Its previous size was a bit distracting. I was able to defeat the boss but it is very difficult and that made me rethink a lot of things such as the player’s own progression with stats and such. The camera’s position when locked on made it hard to see the boss. So I added a bit more pitch to make it tilt a bit more. Now it is easier to see what the enemy is doing. This is important for dodging, parrying, etc. Since I changed the camera angle when locked on I had to change how the projectile fired from the player as well. Instead of firing from the rotation of the camera I did it from the capsule. It is better this way than how I previously had it.

The boss hits quite hard and in a flash the fight can be over quickly. I don’t want it to feel too unfair. I decided to start giving improvements to the player’s stats. This way it will be easier to adjust the player rather than each individual boss. Eventually I will figure out what are good stats for the bosses in NG+, but for now my focus is on the first playthrough. I already tracked the level the player has beaten so I used that to increase health and melee damage. The heal used to be a definite number but I changed it since the max health will change per level. For the heal I simply take the max health and divide it by 2.5. This seemed to be a fair number for the trouble of using that much Primelight.

Since the health changes I want the player to be able to see its progression. I kind of screwed myself by making the resource bar a circle. I wanted to see if I could show progression through making it thicker, but it didn’t look nice. I found that I could make the background of the life bar transparent so it isn’t clear where its maximum is. By dividing the health by a number that will decrease per level I can use that to show the progression of health. Sure it will max out when its fully a circle, but at that point it will be clear the player has a lot of health.

This is a great step forward that should help with making the player feel like they’re getting stronger. The powers help but even I myself as a player typically look for health and power increases.

I was fine getting sidetracked because I am mostly done with this boss. There are only a few things left for me to to do her. I want to update her model and add a bit more effects.

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