Boss Mechanics
Author: Joseph W
Our goal with boss fights is to break away from the simple design that we see in the rest of the game, and more specifically in the horde survival genre. Taking a page out of games like FF14, WoW, and Destiny (without the multiplayer aspect of course) we are aiming to create a boss fight with interactive mechanics that require the player to adapt on the go to the arena's hazardous areas while continuing to deal damage. Two of our simpler mechanics consist of the following, a series of 5 small AoE's that get placed on the player's location and detonate after a short period of time and an arena-wide AoE that must be dodged by standing within the area of an active lightning rod.
Get Proving Grounds
Proving Grounds
A arena based roguelike horde survival themed around the divine
Status | In development |
Author | NullNotZero |
Tags | Bullet Hell, Hack and Slash, Isometric, Roguelite |
More posts
- Dynamic Spline Creation - Sprint 7Jul 23, 2024
- Creating AI Concepts - Sprint 6Jul 20, 2024
- Projectile Offset Hit Detection - Sprint 5Jul 13, 2024
- Area of EffectsJul 13, 2024
- Better AimingJul 07, 2024
- Creating LevelsJun 28, 2024
- Animation and Valhalla LevelJun 28, 2024
- Buffs/Debuffs & DoTs/HoTsJun 28, 2024
- Retargeting for Animation - Sprint 3Jun 27, 2024
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