Heyo everyone! It's that time of week again. This week was quite a grind. The base of the boss fight has been started, and completed. All animations, attacks, 2 phases, and linked up to the end of the level properly. Let's dive into the report!
I started up with taking BigFeff's model which was done up the week prior. Animations were first on the list.
Idle:

along with the intro:

Phase 1 has 4 different attacks. I will bring us into "In-game" territory for these.
Rocks:

Rocks cannot be deflected with a barrel roll, but they can be shot out of the sky.
Napalm Bombs + Finger Beam:

These are separate attacks, but they were side by side in the gif so I figured I'd display them both.
Laser Hail:

After charging up, he will unleash a hail of lasers.
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Beating phase 1 will bring you to a bit of a scenic transition. (Along with a health pack to revitalize you.)

Phase 2 animations are still a little rough around the edges, but the function has all been completed.
In phase 2 he will still use his "Laser Hail"

He will also use the rocks, except they are from the ceiling this time. Hanging low will generally avoid this one.

Finally, not as a part of his RNG attacks, he has a scripted attack at 2/3 health, and 1/3 health.

This animation is a bit unfinished.
The attack is at locked intervals as he is essentially untargetable while doing this move. (With unlucky RNG, it would be silly if he used this like.. 4 times in a row).

When you beat him he loses his moustache... truly a humiliating defeat.
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As you can see in some of those gifs, I added names to the intercoms, along with colors to them (the player probably won't be called "Player" lol).
In between working on the boss stages, I did some fixing up on things like the charge shot, and some other buggy things.
With the rocks coming in, I decided to add a few rocks to the landscape in areas as well

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I gotta say.. this boss kicked my ass this week in terms of time hahah. There is still some polishing to do with some of the sequencing (I'll likely be working on that in a later week (hopefully!), but I'm glad I got it all done from start to finish. Overall this was a massive difference from the simplicity of the first boss. There is a lot of polishing I may be trying to cram into the last week of this build, but we'll see how it goes.
One other thing I did early one was dig a bit into an issue that was brought up prior to v0.1's release. The importing of animations were oddly dark. This problem is actually present in v0.1. I'm not sure if it is a bug with AnyPortrait, or it is a strange setting that I have on, but I made some adjustments to their shader so it displays at the right brightness now.
BEFORE:

AFTER:

This applies to the Pod scene as well.
Alright! That pretty much does it for this week's progress! It was a busy one, but the heart racing every once in a while is good for you! (I think?)
This upcoming week I will be focusing completely on the 1st Hscene.

Here's a quickly put together preview of the scene to come.
Thanks everyone for believing in us, and in Starbreed! I hope you all have a wonderful week, and I'll catch you all next time!
-Regulus
Paul Karsch
2023-04-30 19:26:15 +0000 UTCDenial Leon
2023-04-29 12:11:20 +0000 UTCDavvy chappie
2023-04-29 10:32:37 +0000 UTCStrangeFate
2023-04-29 04:42:53 +0000 UTC