The work on this boss will be long and fun. I started by creating the blueprint for the animation and plugging in the movement for walking, running, and idle. Since the whip has its own animations it needs its own animation blueprint. This isn’t too troublesome but the big problem is when I figure out how I add the “Time Shadow” mechanic to the weapon. It might become a cumbersome character with so many animations tied into it. But I don’t think it will become too taxing and demanding.
Adding the animation to the whip made it fit perfectly into the character’s hand. The asset was great and easy to use. Then I created a new material that uses the same color-shifting effect. Except this material has emissive lighting and it is translucent.
I made the boss slightly larger than the player. I originally did this so the bosses would be easier to see over the player and they do appear more threatening. I had recently watched a video about Sekiro’s human models and how they probably were thinking the same thing about the sizes of the people. It is good to know I have some similar game design ideas to the legendary From Software.







I created the new AI tree and tested the movement and it worked with no problems. On the attack, I have to play separate montages for the character and the whip itself since it has its own unique animations. It looks awesome. Another thing I will have to figure out is how the whip’s hitbox will hurt since its movement is not straightforward. Do I use a normal hitbox but make it longer or do I chain some boxes or something else?



The next plan is to l take a break from the boss to finish the first part of the level.