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MINIBOSS: Dead Captain #226
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El Capitan Man-o-in-Charge-o (aka Captain PP McGee) Description: Scene Structure: Pseudo”””CODE””” behavior: Physics process, the skeleton should have priority if there are players inside the detection circle. When one enters it, a countdown starts. Once a second or two is reached, he begins the animation for his melee attack. This attack should be a simple large circle attack like the player does, only scaled to reach around his body. There should be a clear indicator before he attacks to show something is coming, but not too long to trivialize the boss. After his melee attack he should distance himself from players so he has a chance to perform his other attack, where he drops bombs. If a player is outside the detection circle, he should be able to calculate where the closest player is. After a short wait, he should rush at the player while dropping a few bombs behind himself. These bombs should be bigger than normal bombs in terms of sprite size and explosion radius. Yea I know its kinda dumb to have the bigger bombs do less actual damage but hear me out: it’ll look cool. |
Love the new sprites and description of behaviors! I'm glad it's showcasing him being puppeted more. |
Description
Boss Visual:
Boss Behavior:
Stage 0: Opening Animation activated by the Enemy Statue in Boss Room. Debris breaks from roof, and Captain Drops down, all tangled up in vines. => Change to Stage 1
Stage 1: Check for Position of Player
Stage 2: Vulnerable
Stage 3: Get Away From Player
Stage 4: Death
Boss is Persistent, we may need to alter the enemy statue to have a persistent state to recognize this, so the player does not get soft locked by the doors.
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