Tag Archives: boss

Jetboard Joust Devlog #93 – Sucker Punch pt. 2

Well, I got there in time for Christmas (just)! The last boss is finally done, bar some polishing and tweaking of difficulty, and I’m extremely glad to have put this one to bed.

I ended up pulling out quite a few of the stops for this one (it’s the final boss after all) so there’s five/six separate stages to the fight and multiple different attacks and animations within each phase. The audio alone took around two solid days.

So here’s a description of each stage of the battle – I ended up switching the first stage (as described in my previous post) to stage two.

Stage One – Claws
In the first stage the Octopoid has grabby, snappy claws at the end of its tentacles which it lashes out at the player to cause large amounts of damage. It also has a secondary attack where it stops to fire mini black holes from its claws. I’m not entirely happy with the look of these mini black holes yet, that something I’m going to come back to.

The Octopoid moves pretty fast at this stage, and if you let yourself become entangled in its tentacles it can be pretty hard to break free!

To complete the stage the player has to destroy each claw – when a claw has taken a certain amount of damage it breaks off and falls to the ground. The rest of the boss is invulnerable to damage.

Stage Two – Dive Bomb / Black Holes
I wrote about this stage in the previous post so won’t go over it again here. It made sense to have the stage second as a) I thought it would look weird if the boss suddenly sprouted claws, and b) As the player is shooting at the boss’s mouth tentacles to cause damage it makes sense to have these destroyed at the end of the stage and I wanted the Cthulhu tentacles in play as long as possible!

Stage Three – Lasers
With its mouth tentacles destroyed, the Octopoid’s gnashing teeth are revealed and it begins to fire lasers at the player from the end of its tentacles. It moves pretty erratically in this stage as if it’s somewhat out of control.

To complete the stage the player must destroy each tentacle (once the end of a tentacle has taken a certain amount of damage the entire tentacle self-destructs). When each tentacle is destroyed the boss goes into a crazy spin which can be devastating to the player if they’re too close.

Stage Four – Dropping Squockets
By this stage the Octopoid is looking rather the worse for wear as it has lost all it’s tentacles. It still has plenty of fight left in it though! Its two attacks in this stage are a ram attack where it simply launches itself at the player, and the ability to spit out bubbles contain mini squocket enemies. These mini squockets are armed with rocket harpoons which they will launch at the player given the opportunity.

To complete this stage the player must keep ducking behind the boss and deal damage to its bulbous cranium. The front of the boss is invulnerable to weapons.

Stage Five – Phase Inversion
This stage is really an extension to stage four. The octopoid has lost half its skull by now, leaving its brain dangerously exposed. It still launches itself at the player in a ram attack but also spits out antimatter ‘ink’ based on the ‘Black Hole Blaster‘ weapon (which is probably going to be renamed the Phase Inverter but I’m not 100% decided on that yet).

Of course it’s the exposed brain that takes damage here and enables the player to move onto the final stage of the battle…

Stage Six – Skull Spin
There’s not much left of the Octopoid by now so it launches itself at the player in a fast and ferocious spinning attack whilst spitting out black holes as per stage two. If the player doesn’t keep moving here they will come a cropper pretty quickly as they’ll get sucked into a black hole and battered to kingdom come by what little the boss has left!

All the boss is vulnerable to damage now and, for added drama, I had it lose each eye and then its teeth as the player gradually pounds it into oblivion. Hopefully this makes for a fitting end to an epic battle!

I’ll be tweaking the difficulty of each stage considerably when I get to balancing the weapons and difficulty across the game (the next thing I’ll be working on) – I’ve nerfed the boss’s abilities quite considerably in the video so I could compress the whole battle into a reasonable space of time! Also this video (like most of them) has been blown up 150% as my computer is incapable of capturing 1280*720 at 60fps – it struggles even at this resolution. The rotations particularly look much better at the proper resolution. I need to find a solution to this for when I create my ‘proper’ promo reel.

Dev Time: 10 days (so that’s 19 days in total for this boss – groan)!
Total Dev Time: approx 237 days

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Jetboard Joust Devlog #92 – Sucker Punch pt. 1

Attack of the final boss!!!

Normally I’d cover off a boss in one blog post but a) this one is proving more complex than the rest and b) I might have some more contract work coming up (which will mean another break from gamedev) so, as I’ve now finished the art and stage one attacks, I’m just going to share what I’ve got. Working title for this one is the Octopoid.

I decided to base this boss on an octopus as octopi are pretty creepy and some scientists reckon they’re descended from aliens(!) Plus it fits with the slightly Lovecraftian feel of some of the art. I was expecting the art to be really painful but actually it all came together fairly painlessly. Though it still took a long time I never felt like I was going down endless dead-ends and just didn’t have a clue what I was doing as I did with the Snapper and the Stinger bosses. Maybe I’m getting better at this, maybe my reference material was better, probably a combination of the two.

What did take a long time to get right was the ‘mouth’. As you can see from the first example here, I originally started as a mouth with teeth which, whilst I was happy with the animation, didn’t feel quite right to me. It felt too much like a skull and not enough like an octopus. I tried replacing this with a ‘beak’ type structure similar to a real octopus but this was my one major dead-end. Even though I spent half a day or so on it it just looked like shite and I had to totally ditch that approach.

In the end I settled on a very Cthulhu-esque mouth as a collection of tentacles. This seemed to work really well. It was a pain to animate but I cheated slightly by partially recycling the animation I had already created for the Squocket tentacles.

The eyes also looked too ‘dead’ in the original art so I lightened these considerably, worked on the hypnotic effect, and also enlarged them to make them more bulbous and less like empty sockets.

By far the hardest thing to get right though were the tentacles. I based the code for these on the segments for the ‘Squirmer‘ boss but initially this approach just didn’t work (as you can see from the first image). The ‘physics’ was all wrong and the tentacles moved in far too rigid a fashion, making them look like skeletal arms rather than tentacles. It took a LOT of tweaking before I was happy with the overall movement – the final algorithm still has something of a mind of its own and is very dependent on the values ‘keyed in’. Really I should probably be tweening between set angles for each segment rather than just moving the tip and expecting the algorithm to sort everything else out, but setting individual angles for 24 segments would be very time consuming to prepare without an editor. I think the algorithmic approach is a pretty successful ‘smoke and mirrors’ compromise.

Once the art was done the next thing to do was to work on the boss’s general movement and attacks for stage one. For the general movement I have it gravitating towards a strict horizontal or vertical rotation which I think looks better, there will probably be more variation to this in later phases. It’s a big boss which makes its movement somewhat clunky by nature, I think I may need to ensure that the levels in which this boss appears don’t have buildings that are too high otherwise the battle will feel too cramped.

The boss ‘swims’ towards the player with pulse-type movements timed to coincide with the movement of its tentacles.

I ended up with three different attack moves…

Black Hole Blast
Most octopi spit ink. This one spits black holes which suck the player towards them and drains their energy. It took a while to get the black holes right – I’ve ended up with three different animated geometry shaders overlaid plus a particle effect to give the impression of debris being sucked in. In order to spit ink the Octopoid must open it’s front tentacles and leave its mouth-parts vulnerable, this is its stage one weak spot!

Tentacle Snap
if the player is positioned directly in front of the Octopoid when its tentacles are open there’s a chance it’ll dash forward and snap its tentacles in an attempt to trap the player. There’s a short ‘tell’ for this as just beforehand it’s eyes will flash and its whole body quiver. The tentacle snap attack can be devastating if delivered accurately.

Dive Bomb
If the player is in a suitable position the Octopoid attempts a dive-bomb/stomp attack whereby it rotates itself upright and then slams itself to the ground. It takes a while to recover from this and so the attack servers a dual purpose in that there’s a short time window post-attack where the player can fly above the Octopoid to reach its opposite side without damage, a maneuver which is next to impossible otherwise.

More attack stages to come – I also need to add audio for the various attacks so far as this boss seems strangely silent at the moment!

Dev Time: 9 days
Total Dev Time: approx 227 days

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mockup_3x
First Pass At The Art – Too Skeletal!

mockup_3x
Final Art With Bulbous Eyes, Better Tentacles & Cthulhu Mouth