Posted July 21, 2025 by Creeepling
Alrighty. The first boss has been made - called "Advanced Target Dummy".
The main goal when designing this boss was to test the currently implemented encounter programming system(the stuff I described in the previous post). Safe to say, I am not fully satisfied with the way I've built that, and there will be a good amount of adjustments to streamline the process and remove some redundancies.. But nothing too major, however. The system holds up and does what I need it to.
Given the major Final Fantasy XIV inspiration behind the game, the first things I wanted to implement in a bossfight were snapshotting danger zones(if you stand there at the moment of the snapshot = you take damage) and "towers"(if you do NOT stand in it at the moment of the snapshot - the group takes damage). These two will probably be present in every single future boss encounter.
White dots are players. Yeah, I haven't started figuring out the sprites for them yet...
After getting those done, I decided to add some "lingering" danger zones, which present a long-term threat. To make it more interesting, I made them "follow" a player, and then snap to a position - the followed player indicated by a tether. This lets a player choose where the danger zone would be.
Then, in the initial picture in the first devlog, I already planned for the player to be able to "cleanse" lingering zones, so I added a way for boss "projectiles" to interact with each other. The screenshot above actually shows a player directing the "cleansing" attack to clear the way through the fire in the middle. After that, I thought that I might as well try and add another way - and do some groundwork for more combat stuff - and added player-attached cleansing projectiles.
And so, the sequence was:
Now, all that remained was an enrage. I felt like slowly creeping fire would be the most thematic thing to do.
And there it was, scuffed but functional.
Here's a vid of the bossfight. It's me testing it in two windows, so you'll see me frequently clicking between windows. I've turned off the "death" state for the recording purpose, and ended up failing one of the last mechanics - it's a bit too fast to execute while clicking between the windows :D
Well, so far - so good. Given the changes I am planning to implement, this fight will be broken/unplayable in the next build, but I might revisit it later. I am still considering whether the next fight should be a 2-player or a 1-player encounter.. But maybe I could figure something out that only requires 1 player to complete, but can be played as 2 - perhaps, that would be the beest option for testing purposes, but could present extra design challenges.
Let me know what you think!