Desert Gauntlet
Submitted this mainly out of fear of not meeting deadline. However this is NOT the full design I wanted. The game loop you see on Level 3 is just so you can experience what was made with the boss. Didn't even get to change the colour yet :/ Anyhow as far as modifications go, I'm always on to the scripting side of things.
Modifications
- Created a new boss
- Script for new Boss Special Attack. (PC crashed quite a few times so I didn't get it to the desired way I wanted it but I got it close enough to what I wanted. The minion spawning seems a bit irregular).
- New Level 3. Gauntlet Game loop. Only implemented one boss and enemy spawners. Spawn rate doesn't even increase unfortunately but spawn rate does halt if a boss is spawned.
- Tweaked many of the provided scripts. Probably made some bad coding practices. Reverse Engineering your code to learn C# was an adventure but I learned a lot. Many thanks
- Tweaked the Solar Dome Asset. (It was going to be a spawner for ammo in the base.)
- Made PickUp Guns (Not included in the submission Because they don't actually unlock the gun? I think there's something wrong with the script that was provided
- Yes, the Cacti damage you (And enemies too. Tactical in thinning out spawns)
Boss Details
The Melee Boss behaves mostly like you would expect a rolling enemy boss to behave. Deals contact damage. Spawns lower minions who still deal one point of health damage. The boss deals 2 points of health damage (Sorry I didn't include Boss Health Bar UI). If the Boss hasn't dealt damage to you in ten seconds, the speed and acceleration of the boss will significantly increase over time until it hits you or reaches a cap. If the health of the boss is at a quarter (10), it's speed is locked at a somewhat high speed to signal "rage" (Visual cue not included. He's just faster).
Special Attack:
Boss charges up by spinning madly fast and then zips towards you. (I reduced the speed at some point. It looked almost instantaneous. Pretty cool. Most proud of this hehe). Easiest way to avoid this move is to constantly change direction in a circle as the turn rate of the boss is its weakness. Was a 30% chance but submission has it at 70% so you can see it more often.
Issues
- I don't know if this is my fault, but because I base my boss off of your GroundMelee Enemy, although it should be dealing contact damage upon contact, it doesn't always register. Upon further looking into the code provided (and what I could understand), you enable the part of the GroundMelee enemy that does the attack and then it does the attack. If this is the case, then that's what's happening. Otherwise, there are times when the damage from the boss won't register and you can literally sit on top of it when it does the dash attack. It will damage you at certain angles for sure.
- Another thing I don't think is my fault but could very well be was gun pickup. Perhaps I misued the script but the gunPickUp Script did not "unlock" the gun as an option. If I thin out the guns in the player shooter object, upon picking a gun, it doesn't add to the list. If I have something in the list already, the player can switch to those guns so you don't unlock anything. The picking up and disappearing works fine (if you add a trigger collision) but the index to make available part was just not working.
- The minion spawn rate of the MeleeBoss was acting up on some tests. You get a ridiculous amount of minions spawned before the timer for the boss was running. It was inconsistent. I attempted to fix this and it seemed to have worked? But because it is inconsistent, I don't know if it is fully fixed.
- Upon defeating the boss just now, I realized I don't allow the spawners to resume spawning...
Notes
*Build took a bit so I submitted this at 12:06 am. Hopefully I don't get docked for that. If I submit any more iterations, they would be for the downloadable content instead to not confuse my submissions*
*Edit: The WEBGL I submitted was the one I was developing. Not the one I wanted to submit. TimeStamp for the appropriate WEBGL build is 12:13*
*In all, although the game definitely needs some smoothing out, I like what I was able to do. I ran into a major bug when I was playtesting before submission around 11:25. Trying to fix that was what made me a bit crunched for time and the haphazard submissions I am doing. I want to be upfront in my mistake in that regard.*
*12:50 Added MacBuild. Forgot about that*
Added Screenshot of submissions time to help my case 😅 and a cooler CoverImage
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