For today’s challenge, I implemented an enemy boss for the final wave!
I have to say this was no easy feat! As an artist with imagination, I wanted to go for a grand experience. As I was going with this experience, I felt that it was above my skill level.
I wanted four sections of the enemy boss; The cockpit, upper, middle, and lower compartment. I did end up having them get damaged and explode when each compartment’s health went down to zero. But I was having a hard time sequencing the movements in a certain way that a final AAA enemy boss would move.
So I scratched the idea. And the funny thing is that I now know what I have to do! After going with a less ambitious boss, I figured out how to move the enemy uniquely through conditions and states. It makes me feel much more confident with the grand idea. But that will have to be a feature that I will hold on to until I have more time.
So now, the enemy appears down from the screen and automatically starts shooting.
Once it reaches a certain transform point in space, I have it change its movement state to Patrol. In patrol, it also changes the way it shoots.
It also spawns in deadly drones!
When I say deadly, I mean it! If you get too close to them, they will increase their speed and go kamikaze!
The enemy boss has two modes. When the shield is activated, it will patrol around. Once destroyed, it will panic in left and right movements.
It enables for a difficult boss where accuracy comes to play.
With a challenging boss at the end of the game, I can now say that it feels complete! I have a few more simple features to implement, polish, and bug fix till release.
That is all for today! Thank you for your time!