Bosses and Fear

Published September 14, 2016
Advertisement

As I slowly flesh out the basic enemy logic, I realise how much we ascribe meaning to very simple behaviours. For instance, when an enemy's health drops below thirty percent, it will run away. Simple, right? But I can't tell you how many times in testing the glee I felt when chasing the little guy down and executing it as it scrabbled against a wall. It felt like I was dominating, turning the tables, becoming the aggressor, and all because of a few lines of code. To feel like an enemy is scared of you is something I haven't encountered much in games. Half-Life 2 really nailed that balance. The Combine would react like real enemies, running away while frantically radioing for backup, only for you to plant a bullet in the back of their head. I hope I can design enough of these behaviours to give the illusion of complexity.

The first boss I've made for the game is rather lacklustre, for good reason. It fires bursts of rockets after it sees you, doing so until either you or it dies. I need players to have a sense of progression, and if I put all of my effort into the first few bosses, the rest will seem boring. I desperately need to figure out animation for telegraphing purposes, but I just haven't put in the time to learn Mecanim.

In other news, I've doubled the room size and made the lights four times brighter. This has helped the trapped feeling you get from tiny, dim rooms. The textures are still bugged in the web build, but it's completely playable and smoother than ever: https://solokeh.itch.io/the-void-2d

The downloadable version is also available if you prefer, it's attached to this post.

That's all for now, please tell me what you think if you play the game.

2 likes 5 comments

Comments

Navyman

Having an "easy" boss as the first one is not a bad thing. It allows the game to have a learning curve that is more friendly to a greater audience.

September 17, 2016 12:41 AM
Navyman

I tried the link and was wondering about the controls. It is a little odd not to have the "W" send the player forward in the direction he is facing.

Also how to reload? I had the green blob gun and I some how got to -1 rounds in the clip.

September 17, 2016 12:46 AM
Solokeh

I tried the link and was wondering about the controls. It is a little odd not to have the "W" send the player forward in the direction he is facing.

Also how to reload? I had the green blob gun and I some how got to -1 rounds in the clip.

This game uses classic twin-stick controls for the purpose of kiting, running away while shooting at enemies. I'm unsure as to what the "green blob gun" is, but the description below the game states "R to reload". The -1 ammo problem is a known bug, but there are other, far more game-breaking bugs which I must attend to first.

September 18, 2016 11:01 PM
Navyman

Maybe it was a grenade. I picked up the top most weapon in the line when the level started.

As for the twin stick controls, so the game is intended to have the user with a controller?

September 19, 2016 10:27 PM
Solokeh

Maybe it was a grenade. I picked up the top most weapon in the line when the level started.

As for the twin stick controls, so the game is intended to have the user with a controller?

While twin-stick does refer to a controller, in this case it simply means that the movement direction and rotation are independent from each other. I plan to add controller support anyway, but it's not a priority right now.

September 20, 2016 11:04 AM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement