Final boss needs some Love
jaygarcia opened this issue · 4 comments
jaygarcia commented
jaygarcia commented
@Aaron-Goldman please let me know if you're able to tackle this task. :)
Aaron-Goldman commented
Some ideas currently testing for final boss:
- Four health bars. Starts off invulnerable as health bars visibly fill up from 1 to 4 rows in HUD. New attacks after first and second bar depleted. More rapid/frequent attacks after third bar depleted.
- Boss inherits charging attack from mid bosses and projectile, pillar attacks from wizard. Does not retain bounce, teleport, illusion, or self-heal behaviors.
- Adding a "leap" attack to both final boss and mid bosses where the boss jumps in the direction of the player's current location. Shadow indicates the landing point.
- Boss is surrounded by a "shield" of pillars while stationary, blocking all sword damage. Shield drops during some attacks, during which boss can be "stunned" with a well timed sword hit.
- Attacks occur in fixed, repeating patterns, to avoid long periods where the boss is invulnerable.
jaygarcia commented
@Aaron-Goldman these all sound awesome! let's get them prototyped so we can play test them. Dude, you have an awesome imagination for this stuff!
jaygarcia commented
@Aaron-Goldman how are things going w/ Droganos? :)