Vortex Breakers- Dev Log 11
Day 10- Now that I have a "template" to work off, I'm trying to make more complicated bosses. This one is a more advanced version that you might see later in the game. It has a more complex bodyguard pattern than the previous boss, but it also contains some other new elements. The four blue crystals (North, South, East, and West) are independently destructible parts of the whole. They each have their own HP, and control one of the special attacks during the "powershots" after you destroyed the bodyguards, but before they are respawned. The hit points of these separate crystals do not effect the HP of the boss itself, but destroying them will make its power attacks less devastating. So it's up to the player if they want to weaken the boss first, or just go for the kill. This is the first time I've ever included secondary destructible components into an enemy before. So it was a bit of a challenged. I ended up having to rework the collision system because the original version kept applying the damage to the main boss HP instead of the components.
Vortex Breakers
A space shooter inspired by classic arcade games (COMING SOON!)
| Status | In development |
| Author | Gravity Pollution Studios |
| Genre | Shooter |
| Tags | Arcade, Boss battle, Colorful, Minimalist, Space, Top down shooter, Twin Stick Shooter, Unreal Engine |
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