Brief Introduction
Hi everyone, it's my first time posting a dev-log concerning the development of a boss enemy in the project I am working on: Medieval Run. I have played and completed the Dark Souls series, Elden Ring, Sekiro and Lies of P and have a little bit of experience in Bloodborne. The combat style in these games have inspired me to work on this project and, if you're interested, you can grab a demo on my page (feedbacks are much appreciated!
Existing Features & Gameplay
That being said, I am currently working on "Guts" a slow and heavy but powerful knight, with a broadsword as chosen weapon. Guts also harnesses the ability to cast lightning spells, a reoccurring beam that burst in the direction the player is moving towards as long as the spell remains active. As for melee attacks, he currently has 3 attacks:
- Classic Swing
- Poke
- Spin
Picture of Guts & Short Gameplay
Concept Art
As for the new attack, ultimately the reason behind this post, is a follow-up attack which occurs as soon as the first attack (the one in the video above) finishes.
- The Swing (video above) finishes playing and transitions to (2)
- Guts raise his sword high in the air and transitions to (3)
- He slams the ground, knocking the player backwards if hit and apply stun!