Boss Actions

The boss is a lot more aggressive and has a wide range of skills and guns to choose from. This is how the boss enemy works.

Obviously, the first thing is to get the variables. This for the mesh of the boss model, the actions and the stats.

Here, is where the variables are specified for what they are.

Like, yo. This, is something… It is a long piece of code. Woah… This function indicate what type of skill the boss will be using, depending on how much health they have. The boss uses 3 different skills, and they all do different things. So I decided that the lower the health becomes, the more crazy skills the boss will use, and stop using status effect skills.

As the boss’s health changes, so does the gun he uses. He starts of using really long range guns. But as he loses health, he starts becoming more aggressive and start using more short range weaponery.

The attack function is the same as the minion and the mini boss. If the boss can attack, it will.

The movement though… This boss is super aggressive. Even getting to 60 %, the boss will still continue to go for the player. Obviously at lower health, does the boss become more timid, and start retreating a lot more.

As the boss loses health, so does parts of its body changes. At 66% health, the outer layer of the boss disappears, then at 33% it also loses its inner layer. Only leaving the twig of the boss.

Passives

There are 8 passives in the game, one for each player character and one for each type of enemy. Here are how they work.

The first passive is very simple. It just increases the current defence by 20 %. Very simple indeed.

The second passive attracts the fire of the enemy. It disables the target-able stats from every player that is in the sphere, so the enemy can only attack this specific player.

This passive decreases the enemies accuracy by 50% that is within the vicinity of this character. So this character is very difficult to hit.

This skill is a coin flip, whether they are target-able or not. So, there is always a chance for this character to not get hit at all, or just filled with lead.

This is a passive healing skill. Whoever is in the vicinity gains a little amount of health each phase. Very useful to keep this character with the main chunk of characters.

The mini boss passive. It completely counteracts the healing passive, always dealing damage to the player. The players must definitely not get too close to this character.

The minion passive. The more minions there are together, the stronger they become. It increases all the minions accuracy, defence and speed stat. Kill them quickly.

This is the boss passive. As he is getting shot and losing health, his defence decreases, but his accuracy and speed increase. So he starts becoming a glass cannon and destroy the player.

Mini Boss Actions

The mini boss acts slightly differently to the minions, acting more aggressively and equipped with two skills.

So, the first thing is creating the variables. These variables are the actions and stats.

We then state what the variables mean, which is that it will call from the specified scripts indicated.

So, the first action. It shoots. That is it. Well, it also checks whether the mini boss can attack or not.

As the mini boss has two skills, this function will randomly pick between the two skills, using a coin flip method. There is a 50 % chance for either skill to occur.

So, the movement. It is very similar to the minion AI, but is just slightly more aggressive. As can be seen, it will come towards the player a lot more often than the normal minions. I want these mini bosses to be challenging in their own rights. Obviously at lower health, they start retreating a bit more, but is still majority going towards the player.

Gun Profiles

This is the script which has all the gun information. It applies the specific stats from each gun onto the player and/or to enemy.

The first gun being the trusty revolver. The revolver shoots 6 times, does 25 damage and has the second highest range. It also has a chance to induce bleeding.

The next gun is the long range rifle. Having the highest range, shooting 3 times and does decent damage. This gun has a higher chance to induce bleeding than the revolver.

Next is the short range shotgun. Doing the most damage out of all the guns, having the shortest range and shooting twice. It also has a chance to inflict stun onto the opposition.

The final weapon, is the dynamite. It is thrown once, has the second smallest range and does a good amount of damage. It also has a chance to inflict burn status effect.

Uncle James Patented Scroll Mouse

Do not ask why this is called by this name. It just is. Thanks for understanding.

So, this script is being used to be able to freely move the camera around the map, by moving the mouse to the edge of the screen. By doing that, it will move the camera in the mouses direction.

First are the variables. The public floats are the scroll offset and speed, so that I can change the speed of the camera easily. Then there is the mouse direction.

Yah, this is late update stuff. This is mainly used on camera movement, as the character may move. So it is definitely useful for this game. It will be called after the Update function.

Now this is the chunky mouse boy. This is where the variables of the mouse position is given. With each part, it says that if the mouse is going in a certain direction from the scroll offset, it will move the camera using speed, delta time and the world as the area. It then just does the opposite for the other direction. This is the same for the both x and y direction.

Effects

There are 5 status effects in the game. Here are the different effects.

This effect is poison, and reduces the health of the character by 10.

Burning does more damage than poison.

Stunned sets the can Attack boolean to false.

Wet slows down players, reducing their speed.

Bleeding does the least amount of damage out of the effects.

Camera Move

The variables in this script are target game object and the offset for the camera.

It starts off with setting the offset. It does this by getting the position of the camera to the target.

Here is where the target is specified. The target is the active player. It then changes position depending on the active player, keeping to the offset.

Week 11

Start of this week, I decided to learn how to to lerps, which was quite difficult but I was able to implement the system for some of the passives in the game successfully.

The plan is to make the player side of the game first. So, I had to adapt the existing scripts to use the new system of stats. It was quite nice to do. I also did some character model testing and added the scripts to them. It worked really well.

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