Boss UI, Footman, and Music


The Footman is a new enemy that can take a punch and deal one too. He deflects your frontal attacks with his shield, so you have to abuse his slow turn rate to hit him in the back. If you get too close he will punt you back with his shield. Otherwise he will swing wide with his sword.

I've also done some work on the boss UI and worked on some art work as well. I'm still using the Footman as a placeholder boss for now, but I do have a concrete plan for the boss, I just haven't implemented it yet.

Which brings me to the music. I downloaded Bosca Coeil to give music and sounds a go. I'm considering generating all of the sounds this way although I've yet to get a satisfying sound for the attacks. Most of my time has been spent on the main menu theme (it's a bit too loud right now I know). I've added a subtle footstep sound to the player as my first foray into foley sounds. There's a lot to go though, and a lot to learn.

For next time I'm hoping to get a full boss fight down as well as a few more sounds.

The boss has a number of attacks that use stamps to telegraph intent. This is a pattern I want to stick to with all bosses. Contrary to regular fodder, bosses shouldn't be defeated just by wailing on them. Movement should be even more important in the boss fight. One way to do this is to make the boss invulnerable during certain states, such as during an attack or when facing a particular direction (currently leaning towards the former idea). Another is to have specific objectives that have to be met to trigger damaging events, such as through exploding barrels or traps and so on. I'll be experimenting with these ideas throughout the next week.


Files

Revenge At Last (Windows x64) 23 MB
Jun 13, 2020
Revenge At Last (WebGL) Play in browser
Jun 13, 2020

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