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Void-eye boss

This boss-fight was initially designed for an Ai behavior tree assignment for school. However, I've continued working on it after I handed it in. 

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The demo is a single, multi-phase boss fight, centered around constant movement and action. Shoot to break the enemies shield while dodging lasers, blinding beams, and black tendrils from below. Shoot it where it hurts when its weak for big damage. Once enough damage has been taken. The eye will enter its second phase where it spawns minion eyes that fire off mini lasers ill all directions, making the fight harder and more chaotic.

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If you manage to line up the tendril strike directly below the eye, the tendril will damage the eye and break its shield in one massive strike

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This was a solo project, so I've done everything in the demo. The focus of the demo was with Ai so I spent the most time implementing that, as well as the attacks and skills. I put emphasis on attack tells to make it easier to predict react to them.

Role

Tools

  • Unity Engine

  • C#

  • Source Tree

  • Behaviour Designer

  • Behaviour Machine

  • Blender

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Takeaways

The bulk of what I learned was Ai based and how important it is to properly plan out Ai behaviours before coding and having as clear concept on how everything inter-connects. I found out how important game feel and visual indicators are from a gameplay perspective while working on this.

As I continue this project, my focus will be on adding more meaningful attacks requires the player to interact with the game in a more interesting way. Adding more polish and cleaning bugs is also a priority.

eye.png
eye 3.png
eye 2.png
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