Game
Crumbling World

7 years ago

Boss Enemies
Happy Holidays! In this update, we will be talking about the Boss Enemies you’ll soon have the chance to encounter throughout Crumbling World.


While I don’t want to reveal too much about them yet, as they are a big part of the game, but I can assure you it will feel great to defeat them. As they say, putting the “bad guys” in their place always seems to come with its own reward.

5d095fb06b544.jpg

In-Level Boss Enemies

As many of you know, Crumbling World is set to be a game with five main levels. As with any classic video game, Bosses will be located at the end of each level. Better yet, Boss Enemies will have unique graphics, weapons, and skills. But be warned, they are far more powerful and deadly than regular enemies.

5d095fb2df0d4.jpg

When designing Boss Enemies, I decided to work with the Animator Override Controller to quickly layout and test my Bosses in combat situations. The Animator Override Controller is great, as it allows us to use an existing animator controller while also giving us the ability to override some animations. In the case of Boss Enemies, I decided to use the animator controller for normal enemies and pair this with unique attack animations. This was a quick way to introduce different animations for different characters, which I think is great. Boss Enemies deserve their own customized attack animations, as their behavior must be differentiated from that of normal enemies.

5d095fb59cd11.jpg

When playing Crumbling World, defeating Bosses opens up doors to new levels and substantially raises a player’s experience. However, watch out, as Boss Enemies are rarely alone. They are oftentimes surrounded by an entourage of different enemies, that can be just as dangerous at the Boss themselves. As killing a Boss will oftentimes damage your avatar greatly, Boss enemies are the only type of enemy that reward you with life points when they are defeated.

5d095fb82fb92.gif

Defeating Boss Enemies

One of the advantages of using a animator controller paired with an override of some animations is that when you decide to change an animation, all the enemies sharing that particular animator controller will update to this animation unless an override is in place. Throughout the development process, I’ve gotten some feedback about the death animation for some characters being too fast. In an effort to fix this, I decided to refine this animation by slowing down the speed, which helped to sync up the animation with the associated effects. Now, when an enemy is killed, the death animation is far more noticeable and natural, allowing for a more enjoyable gaming experience.

As always, thanks so much for reading!



0 comments

Loading...

Next up

Every good adventure hides something behind a waterfall. In Lobo, when you reach the bridge, you’ll spot a small hint, easy to miss, but hard to forget.

Follow it, and you might just uncover something special. Exploration will be rewarded.

Heavy attacks come at a cost.

In Lobo, using brute force puts enemies into aggro mode — drawing their full attention and making the fight harder. Sometimes charging in isn't the best move… or is it?

Designing Levels That Tell Stories I'm always looking for ways to add variety to my levels—making them fun to explore, full of surprises, and visually rich with storytelling. In Lobo, every path has a purpose, and every obstacle has a story behind it.

Optimizing Crumbling World Hello everyone! I was working on a promising improvement that has the potential to optimize the performance of Crumbling World, especially when it comes to running the game on low-end computers and mobile devices.

Save And Load System Hello everyone! Over the last week, I have been creating the save and load system, which will allow users to save their progress and continue the game where they left off after stepping away.

Quests And Missions Recently, I have been working on incorporating Quests and Missions into Crumbling World, which is likely to be the most exciting and fun update to the game so far.

In Lobo: The Howl Within, death isn’t the end, it’s part of the story. Fall damage keeps you grounded, and when you die, your gear drops where you fell. Return if you dare — your enemies will still be waiting.

Hi everyone! This is a small patch that fixes a bug in the Unique Enemies spawner. Thanks so much for keep reporting bugs and issues. I appreciate it very much!

Built a cool system for Lobo that smoothly transitions gameplay → cinematic moments → back to gameplay! Perfect for dramatic actions like bridge jumps or sliding through gorges. Pick actors, animations & camera angles easily! 🎮

Lighting, scale, and mood guide players into a world of mystery.

No Lumen. No Nanite. Just global illumination, LODs, and optimized geometry—crafted for performance and atmosphere.

Are you ready for your next adventure?