Jump to content
  • Advertisement

Project: Moonrise

Gameplay Moonrise | Dev Blog #11 – In-Depth Lesser Dragon of Flame Boss Fight

Yyanthire Studio


LesserDragonOfFlameFightGif Unde 1


Welcome to our eleventh blog post!


In this one, we’re going to be taking a deeper look into one of our early boss fights, the Lesser Dragon of Flame. We did an initial posting about this boss a while back, click here to check it out. We also did an in-depth look into the other boss linked above, the Dragon of Mysticism, so if you want to check out either of those, click any of the links above.

In this one, we want to revisit combat a bit and explain the fight of the Lesser Dragon of Flame.



But before we begin to talk about the fight, we need to at least show it off. Here’s a video of the fight:




The Lesser Dragon of Flame goes back to our core game design: movement.

In this fight, you need to be constantly moving and paying attention to all of your warriors, else you’ll end up losing them to the Dragon.

The Dragon has two attacks:



The first one is its stun- any of your warriors caught in its blast area are immediately made unable to move. It then follows up by casting its Draconic Fireball.



Its Draconic Fireball is devastating- dealing a huge amount of health, and is quick to cast at that. Luckily, its slow moving, giving you just enough time to dodge, but not enough time for those whom are slow to react. As soon as you see a fireball, you’ll need to move, and fast.



Its final spell is its Dodge- it will teleport to a location nearby, so be careful. Keeping your distance from this Dragon is important in order to react fast enough to dodge its spells, so make sure it doesn’t teleport right next to any of your warriors! In addition, be careful when casting powerful spells on it. If you cast a strong spell at the same time it dodges, your spell will most definitely miss, and you’ll end up wasting the cast. Given the limited manapool of your warriors, and the Dragon’s rapid regeneration rate, repeated misses could easily cost you the fight.



Its Aura- meaning, its passive effect that will effect all of your Warriors nearby it, can be both hurtful and helpful. It forces all your warriors back- meaning, they run from the Dragon itself. The good part about this is it can aid in dodging- too focused on another Fireball while a new one is being cast, the Aura can sometimes save your units by moving them back for you, dodging the spell. The bad part is- you can’t control your units during this time. It can just so happen you are forced backwards by the Aura, think your warrior is dodging an incoming spell, but once the Aura stops and the Unit regains control over itself, it runs into the fireball in an attempt to attack the Dragon. So know the interval of when the Aura is going to strike next, and be sure you’re not in a position where many of your warriors are lined up to get hit by a fireball while you can’t do anything about it.



Now that we’ve gone over the Dragon’s attacks, let’s get into our army composition, because that is fairly critical.

Being comprised of flame, the Dragon has extremely low resistances to water and air. Therefore, a combination of those two types of warriors is ideal.



We dislike the Dragon moving around at all, because every time it moves, it increases the likelihood of it moving out of the way of an incoming attack, and we miss out on that damage. Therefore, a good supply of Apprentice Sorcerers to summon water spells and enact a frigid slowing aura is preferred. They are also inherently resistant to flame, making the Dragon’s Fireball deal much less damage.



In addition, the incredibly fast attack speed of the Apprentice Wizard, whom can conjure lightning bolts at a rapid pace, would provide some decent backing damage. Its long range will keep it out of the fight, meaning we’ll only need to focus our dodging on our closer-ranged Sorcerers.



(from left to right: Apprentice Druid, Apprentice Bard, Apprentice Monk)


Then some support Units- namely, the Apprentice Druid, for its ability to prevent the Dragon from casting spells for a short amount of time, alongside the Apprentice Bard for its helpful auras that will increase our speed and damage. Speed being the key part- we need to be able to dodge, and giving us that much more lenience in our maneuverability will save many warriors.

The only alternative to this army composition would be to add in a healer- but its something not too necessary as we’d prefer to have the raw damage output of another fighter.

From here its just a matter of reaction- we know what the Dragon is going to do, and we know our warriors are more than adequate for the battle. We now just need to pull it off. As you could see in the video above, very early on we lost our Apprentice Druid, but were able to adapt and dodge adequately enough to where we weren't completely reliant on it, and still succeeded in the fight regardless.



Thank you for viewing our post! Support and interest for the project has been rapidly growing ever since we began posting here, and we're incredibly grateful for all the wonderful feedback so far! We hope this project interests you as much as we love developing for it, and please look forward to more updates coming in the very near future!

If you’re brand new, consider checking out our trailer and overall description of the game here.


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By kensarto
      I'm looking for pointers before I get started developing one from scratch, I do not have, or plan to spend money on other peoples scripts or products to import into my project which means I can neither see how they do it, nor use their systems directly. As such, this will be entirely hand written to match what I need.

      The specifications are as follows:
      Unique Actors that prompt different conversations, whether that be an NPC conversation, or the interaction with a work station and selecting options. Branching conversation paths (and therefore a method of storing variables to short and long term store flags for different states) Localised scripts.  I do not want to have 3 or 4 different scripts on every object just for this, it would be optimal in my opinion to have a single dialog manager script, but i will be happy if i have to include an "actor" script on the different NPCs along with that. UI (arguably the easiest of the requirements that will sort itself out when I've got everything else working over time) Is there anything obvious I'm missing about functional requirements, non-functional requirements? What is the best place to get started?
    • By Titanomachy Studios
      Project Name: Condors Vs. Ocelots
      Team Size: 15ish
      Genre: Strategy RPG
      Engine: Unity
      Roles Available:
      3D Artists - generalist or hardsurface w/textures
      2D Artists - Characters, World, and UI
      C# developer/engineer(s)
      Social Media/Marketing/Community Manager
      If you feel as if you can offer the team something more that isn’t listed, we are always open to making an exception, just send your resume/portfolio to us!
      Project Length: Currently planning on release Q1 2020.
      Compensation: Rev-share
      Project Status: Vertical slice is done and iteration development has begun.
      Send emails to careers@titanomachystudios.com
      Must speak English and have access to a Mic.
      Our store page can be found here, https://play.google.com/store/apps/developer?id=Titanomachy+Studios
      Our website here,
      Project Story: Condors and Ocelots have been at war for generations. Battles have left some settlements in ruins. Others teem with refugees. Even away from the fighting, towns and villages suffer from having their fighting-age citizens lured away or conscripted by one faction or the other. Players control their armies and try to wipe out their opponents! Use terrain, abilities and pure cowardice if need be to achieve victory for your faction!
    • By vvoodenboy

      Chaotic-neutral, rogue designer is looking for a merry companions to form a fellowship during game-development journey.
      He has a concept for a TCG and an urge to release it.
      Currently the project is in a paper-prototype-testing-tweaking stage.
      There is no concrete schedule since there are some opened questions regarding core mechanics...
      Game's IP is more-less-fantasy-with-mighty-dragons and OFC is totally a very-original-game-changing-idea... totally!
      ...with dwarfs!
      ...and dragons!
      So if you are keen to take this challenge and you have lvl 6+ skills in (and/or):
      Drawing (much much wanted)
      Coding (much wanted)
      Design (wanted)
      you may want to post some details about your interest in this project.
      This long-and-dangerous journey begins in Cambridge, UK.

      Best regards,
    • By RoKabium Games
      The Riverine design looking like a snake didn’t work very well with the animation so we re-designed this creature to look more like a colourful caterpillar type of animal.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!