Jump to content
  • Advertisement

Project: Moonrise

Gameplay Fragment’s Moonrise | #16 The Nightdrake, a newly-developed Boss

Yyanthire Studio

754 views

partOfFightGif

 

Welcome to our sixteenth blog post!

 

The Nightdrake is a dragon of transparency; it hides deep into the landscape, awaiting the first unsuspecting soul it sees for a deliberate ambush.

discoverGif

 

The best approach is with stealth of your own: if you can sneak up on it undetected, you can get an easy counter-ambush, gaining a huge tactical edge in the beginning of the fight.

ambushGif

 

Being able to strike first may be key, but its not the whole fight. At some point, you’ll see it, and it’ll see you. So having a plan for that point in the fight is critical.

NightdrakeSummons

 

It can summon some very formidable foes.

Starting on the left, the Necromancer Kasjowa is a strong enemy with lifestealing capabilities, alongside being able to Poison anything its acid touches.

The Galf Spider is a summoner; its spells may not be too strong, but it can continuously summon spider underlings. These underlings may be weak, but they are quite powerful in numbers, especially when they surround you and don’t let you escape. On top of that, as the weak spiders die, the Galf summons even stronger spiders in its place.

The last of the summons is the powerful Skeletal Ossuria. Strong physically, a formidable spellcaster, and a wicked summoner, the Ossuria is the worst of the Nightdrake’s summons. The Ossuria rapidly casts Fireball, a quick spell with great damage. Its health and durability is excellent; this foe will not go down without a fight. And its ability to spawn its underlings is its deadliest of spells: take down the Ossuria first before it creates too many of its lessers.

lifeSiphonGif

 

The final thing to worry about when it comes to the Nightdrake is its Life Siphon- dealing massive damage to both health and mana, and fully stealing it for its own. It also inflicts deadly status ailments: poison, a vision deprivation, and a resistance reduction. All those whom are struck by Life Siphon begin to rapidly lose health due to Poison, lose the ability to see as far as they could originally via Vision Deprivation, and suffer from even more damage than before with the Resistance Reduction. When this attack is coming towards you, its best to rapidly move out of the way.

The best plan for this fight is get in, get out. You’ll quickly be swarmed with adversaries, so its best to strike down the Nightdrake before you get too overwhelmed, then make for your escape.

Our video below details the fight; it consists of two-parts: the first being a regular engagement with the fiend. The second shows off an alternative strategy, the ambush, utilizing the high damage output of our Apprentices of Mysticism to strike down the foe before it can lay down substantial damage upon us.

 

Development behind this boss has been quite interesting- the original version of the Nightdrake was abhorrently powerful, and received a considerable amount of nerfs unto its current state. It originally had all its attacks strike in an area, and all of them had half their normal cooldown rates. With the game’s code, this meant that as player’s warriors stood in the AOE, particularly when it summoned things, that a separate creature would be summoned for each warrior there (alongside inflicting player’s warriors with a status ailment). This resulted in dozens of summons cropping up as the fight went underway, and given that the Nightdrake initially had 3000 HP (now, only 1000), this dragon quickly became a very scary boss, in need of a lot of changes. Our current plan is to bring this version of the boss back, likely to be referred to as the Elite Nightdrake, but this time as an end-game boss. One in which the player has an opportunity to fully advance their fighters, and truly hone their skills, before they have to engage.

---

 

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.




0 Comments


Recommended Comments

20 hours ago, Rutin said:

This looks really good and fun! :) 

Thank you for the kind words! We're going for a fairly intricate, micro-based challenge, and we think we're hitting it more and more as we develop new bosses, new content, etc. Thanks!

Edited by Yyanthire Studio

Share this comment


Link to comment

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 Klimtachakka
      So about a year ago I started this project. Been working on it from time to time. I just wanted to know what you guys think about it.
      Still some things missing like proper audio and the fact the game has no real purpose, it's just a sandbox.

      Work's best on PC/chrome.  (does not work at all on mobile/touch devices)

      If you wan't to try it out:  THE GAME
       

    • By MaizeDaniele
      Hello,
      I'm following this article suggestions in order to improve my basic gamedev knowledge. 
      I've completed the first game in the list: Pong, using C++ and SFML. The thread suggests to ask for code review after finishing a project, so this is the game repo: 
      https://github.com/MaizeDaniele/Pong
       
      Let me know what I should have done differently.
      Thanks in advance,
      MaizeDaniele
       
    • By ethancodes
      I'm fairly new to creating full 2d levels, so please feel free to correct me if I use incorrect terminology or if I'm doing something wrong here. Currently, I am using the Tile Palette with several sprites placed on it to create my levels. With that I can just run my mouse across the screen and quickly place tiles. Then on the TIlemap gameobject I place a Tilemap Collider and a Composite Collider. This works great, it's quick, simple, and efficient. However, for the next part of my character controller I'm looking at adding the ability to do a ledge grab. After doing some research, it seems like a common way to do that is to make the ledge he can grab "grabable" by putting a different collider on them. So my question is, is there an efficient way to where I can let the Tile Palette know if I use a specific corner sprite, place the ledge grab collider on it? Is there any way other than going through all the ledges in the game and manually placing them there? I'm also open to any tips on level building and using the Tilemap, etc that may help me out as, like I said, I'm pretty new to it all. Thanks!
    • By phil67rpg
      well  this is very new to me. I want to  use opengl to create a gui window for my game. I am making a rpg indie game.
    • By syedMohib44
      Hello guys I am a bit confused on rotation and position in unity. The thing is when I am at 0 rotation on X-Axis and I restricted my player to not let it go more than 10 on x-axis and less than -10 x-axis but when I rotated it to 90 degree It stated to move forward on left key press and backward to right key press. I just want to clamp position between 10 and -10 on every rotation It must not move differently when rotated... e.g for some understanding the scenario If a player is on a road and it is restricted to go on foot path then it should also be restricted when rotated to left or right... Please help me with this guys any help would be appreciated. 
      Thank You.
  • 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!