Let's Get It Started In Here
This project is to feature an AI mini-game, of which I decided I wanted to do a boss bottle featuring combat from both the main character and the enemy. The players take each other on in a round area/room. There are on top of a rocky outcropping with rain and a dark sky. I have a rain generator I could use to help develop that, or create a particle emitter to form that environment. I would also probably use a PP-Light volume to change the lighting and make it more cinematic, because I would like area to have a cinematic feel to it. The actual combat patterns depends on what animations I can gather, although Epic Games seems to have a few free animation packs, but I would like for the boss to have five specific patterns that the player must anticipate and work around. The first four would appear in the first half of the boss's health bar. At the half-way point, the boss disappears and spawns two henchman you must fight. After defeating them, the boss returns with the fifth move.
The UI would consist of a health bar at the top of the screen, as well as red edges to the screen that intensity as the player takes damage. After getting hit five times, the player loses and must start over.
The boss will probably have to be a simple third person character due to focusing on level/mini-game and coding. It would be awesome to have a large spooky boss, but it's not realistic in four weeks.
All in all
- core nugget: Boss attacks with different combat patterns as the players anticipates them and defeats him
- why is it fun: AI can often take away from gaming experience when the player has to rely on AI for the success of the game or the AI takes away too much game play from the player. This boss battle allows the player to enjoy combat while being fully immersed and in control of their success. And boss battles are cool :)
- inspiration: Hellblade Senua's Sacrifice battles
AI Boss Battle
Status | In development |
Author | Chloe Kinga |
More posts
- Health and DeathsMay 12, 2023
- Environmental LightingMay 12, 2023
- DamageMay 12, 2023
- Attacking Input (Part 5)May 11, 2023
- Attacking (Part 4)May 11, 2023
- Holding (Part 3)May 11, 2023
- AI Hoarding (Part 2)May 11, 2023
- Main Character and Enemy Setup (Part 1)May 11, 2023
- Scratching ThingsMay 11, 2023
- Improvements UnderwayApr 11, 2023
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