Game
Crumbling World

6 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

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.

This isn’t The Matrix, but in Lobo, The Fallen can dodge bullets if they’re quick enough! ⚡ To keep things fair, shots under certain conditions can still hit their mark—even out of range—thanks to gravity’s pull. Balancing skill and challenge! 🎯

Hi everyone! Tomorrow I will be releasing the Beta Demo for #CrumblingWorld, sign up in http://crumblingworld.com if you want to play it !

Designed a custom crosshair UI for Lobo from scratch! Created in Illustrator and fully implemented into Unreal Engine. 🎯 Watch as it goes from concept to in-game functionality! #GameDev #UIDesign #IndieDev

Do you want to play Crumbling World for free? The new demo includes the same features and improvements that the full game. Download the FREE DEMO here: https://gamejolt.com/games/crumblingworld/358092 Thanks so much for your support

Transforming a blockout into an environment asset for my game Lobo. Excited to see this come to life and bring more depth to the world!

#GameDev #IndieDev #LoboGame #ue5

Back to level design! Working on the lighting and atmosphere in Lobo to perfectly capture the story and lore of the world. 🌑💡

In Lobo, you can now pick up and throw objects to distract enemies, creating the perfect opportunity for stealth kills. ⚔️🤫

UI, Communication And Usability This week, I have been working on the main user interface (UI) for Crumbling World. UI is an essential part of any game, as it is one of the main tools that we as game designers use to communicate with our players directly.

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.