The challenge with adding attack states to the whip is that not every movement is an actual attack. I had to go back to the body animation to see what looks like motion that should deal damage. I went back and forth between both montages to make sure it was lining up properly. After I set everything right I created a custom sound cue for the attack. I gave the boss her own lantern and I made sure that the boss had a reaction to the lanterns in the arena.
The lantern’s number appears after the boss gets hit, but it was happening too often so I put a lock on it that will reset every few seconds. At least it won’t be too easy to memorize everything right away.





The boss fight needed more interesting attacks so I gave it her own version of lantern powers. I put a custom colorful aura around the lantern as well. The boss might be a little too easy for now but I am working on making her smarter as well. For the lantern powers, I took attacks from some of the previous bosses and added the one I made yesterday. Adding these attacks made the fight feel more exciting because the player has to move in different ways.





The fight wasn’t complete without the boss music. All I did was put the original music I had commissioned. I didn’t remove any tracks so all the instruments are present. So far it is a fun fight but it is the final one and I want to make it as challenging as possible while still being fair. It is a difficult balance to find. What I am dreading is figuring out a way to implement the time shadow mechanic on the weapon. It might be quite a tedious task. Since the boss’ attacks have different reaches I need to find a way to change the attack based on the distance to the player. That shouldn’t be too hard.
