Lots of glass

Started on the foundations of the fifth level’s boss. I made sure the trigger worked and it brought the player to the boss room. I tried fancy ways of making the boss room, but I found that it was easier to just move the player and have a camera pan. The pan itself acts as a “cutscene” to hide the teleportation of the player. They were obviously moved, but I don’t have to show how.

I tested out different sizes for the boss room and I wanted somehow long and quite narrow. I may change it going forward. My idea for this fight is for it to feel a bit too tight similar to the third level. The glass material adds nice visuals. Boss walked fine on the nav mesh. Instead of copy-pasting the blueprint of the boss, I made a child instead. The child should only need whatever is specific to the boss, and it is nice to see it very clean and empty. It was much quicker to create a new enemy this way.

Hopped into blender and started creating the model for the new boss. This one is going to be unsettling, at least I hope it will be. With the right materials and lighting the boss should appear very menacing. I made the model very bumpy which is always creepy when set on random places. After adding more props to the boss it started to look rather threatening. I have an asset I’m planning to get for the animations, so for now this isn’t yet its final appearance.

There’s still a lot of thought I have to put into what I want the puzzle for the boss to be. I think the previous two fights before this one may be a bit too straight forward. I want to be a more clever with this one, so I will move slowly and methodically in these next few steps. In the meantime I also found a cool new free program called inkscape. It is great for making vector art, and I will use it to spruce up a lot of my UI.

If I can’t think of anything I am happy with I will start improving the UI art.

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