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MINIBOSS: Dead Captain #226

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yeslayla opened this issue May 22, 2021 · 2 comments
Open

MINIBOSS: Dead Captain #226

yeslayla opened this issue May 22, 2021 · 2 comments
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enhancement New feature or request
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@yeslayla
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yeslayla commented May 22, 2021

Description

Boss Visual:
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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

  • If Distanced from Player, Commence Aerial Throw of Bombs. Random Number between 3-5 => Change to Stage 3
  • If Close to Player, swing sword. Over swings and gets tangled in Vines => Change to Stage 2

Stage 2: Vulnerable

  • Captain is tangled up in vines and cannot move. Allowing the Player to attack. Plays untangle animation if Hit, or if Timer hits 0. => Change to Stage 3

Stage 3: Get Away From Player

  • Leap into the air, attempting to make distance between Player and Captain => Change to Stage 1

Stage 4: Death

  • Play Death Animation / Queues Free / (Suggestion: Creates Warp to beginning of Dungeon)

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.

@yeslayla yeslayla added the enhancement New feature or request label May 22, 2021
@yeslayla yeslayla added this to the Demo milestone May 22, 2021
@yeslayla yeslayla removed this from the Demo milestone May 22, 2021
@yeslayla yeslayla self-assigned this May 22, 2021
@yeslayla yeslayla added this to the Demo ML #3 milestone May 22, 2021
@Nodding
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Nodding commented Aug 2, 2021

El Capitan Man-o-in-Charge-o (aka Captain PP McGee)

Description:
A skeleton about two players tall and one and a half players wide. A clear captain of the ship, being puppeted by vines from the floor. Has a sword in one hand, and an empty one near a bag of bombs strapped to his side. Wears that signature pirate captain hat. He is somewhat quick, with his sword circle dealing a small amount of damage (0.5). His bombs deal 1 whole heart.

Scene Structure:
He would have the typical setup (Root node is KinematicBody2D. AnimationPlayer, Sprite, CollisionShape, NetworkObject.)
In addition he would have a detection area like the bat, skeleton etc. If a player stands in the small detection area for too long, the boss uses his sword attack.

Pseudo”””CODE””” behavior:
Ready process, set his health attack etc. We discussed health scaling a while back based on the number of players fighting, should not be too hard.

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.

@Elginive Elginive modified the milestones: Demo ML #3, Demo ML #4 Sep 8, 2021
@yeslayla yeslayla modified the milestones: Demo ML #4, Demo ML #5 Sep 30, 2021
@Nodding
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Nodding commented Oct 7, 2021

Love the new sprites and description of behaviors! I'm glad it's showcasing him being puppeted more.

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