I felt that the boss was lacking one more attack. The new one I added is still similar to the projectile but this one is bigger, lasts longer, moves slower, and has the appearance of a running figure. I thought it would be cool to have another thing that appeared very menacing. I will probably give it an extra effect other than damage.
After some fighting, I could finally kill the boss. Then I figured it needed a proper death sound and effect, so I found a great sound from the hundreds of files and slapped it on. The parry effect seemed lacking as well and I only noticed when I checked it that I set the visual effect scale to 0.0. Effectively it wasn’t showing any of the visual indicators that a parry was successful. I increased the scale and it feels much better.
Since most of the level is done I added more scenery at the start to show the player where the character came into the area. I didn’t want it to feel like a random boxed stage which it essentially is. By adding a big door/gate the player can deduce that the character came from that tunnel. I ran around the stage testing the fps and giving the dog some exercise. As I moved around the stage I found an unintended ramp between the walls and the landscape. If the player jump and dashed into the corners with tall walls they could launch themselves high into the air. I tried my best to fix it by moving the walls and flattening the scenery. It took a while to get it in a configuration where it didn’t slide the player to heavenly heights. I probably didn’t catch all the problematic areas either. There could be other spots I don’t know about. Since I know it’s an issue I added a blocking volume around the level. At least that will keep players from falling off the stage. It isn’t a perfect solution but it is better than nothing.
I still have a few more ideas for the level, but the boss is basically finished at this point.









