Things that I thought about, wanted to implement, or tried to implement but ended up diverged from.
- Doesn't mean that I won't do them in the future, but so far I'm focusing on something else.
ability idea (to be implemented after the strike system):燕返 -> based on the first strike on the target, MARK the location (x,y,z) -> activate ability: apply a PULSE that makes the player dash towards that location, applying impact damage to everything that the player runs into on the way, DASH THROUGH (ignores collision)
will try to implement after ATTACK, COLLECTABLES, HUD, and LEVEL done
What I first had in mind for this boss fight is really just designing a "colossal" enemy. From there as a basis, I began thinking about other factors:
The player will need enough of space to swing around with the grapple, but we also want the player to not lose control on the movement to a point that he flies out too far to come back and hit the boss
The boss needs to feel "colossal", that includes the fact that maybe first phase would be a way to gain the boss' "attention", basically means that the boss will be fighting the player "personally" and up-close until you have damaged him enough.
I sort of like this grey-ish atmosphere setting, so let's keep it that way.
This MSpaint image won't really make sense out of context. But how I'm envisioning this boss fight is that the first phase will only happen near the ground level, where the player will be fighting around the boss' legs where you will have to fight some smaller mobs to weaken a "joint", break the 2-3 joints to enter the phase 2 Boss fight.