So today I worked on the last attack, I left this one for last because it was the most complicated to create? Well, it had the most parts D:
It consists in a fire puke (particles, lots of particles), which should cause damage if touching the player, and spawn enemies if there aren?t enough enemies spawned already.
![](https://i.imgur.com/PzhHP9X.gif)
I started by creating the particles, took me a while to achieve the visual I had in my mind when thinking of fire puke, but in the end I’m quite happy with the end result of those particles :) I made an array for them and I’m toggling an “enableEmission” toggle in the code when needed, so they don’t just disappear out of nowhere, but instead smot emitting.
![](https://media.indiedb.com/images/articles/1/184/183576/auto/tumblr_inline_nmw3lcW7TN1s51o0v_500.png)
"foreach puke in FirePukes"… Don’t judge my naming conventions XD but yeah, that’s kind of how the actual attack code is looking. It’s a succession of things happening with WaitForSeconds waiting for the next thing to happen.
![](https://media.indiedb.com/images/articles/1/184/183576/auto/tumblr_inline_nmw3v6v3KE1s51o0v_500.jpg)
So, the boss can puke enemies at you, that will both force the player to deal with a bit more direct threat than the boss’s pattern of attacks and will also be a source of possible health-pickups and extra weapons. They’re aggro-able and will follow the player if they pick their scent, while adding them I found some problems on my pathfinding, so I had to reprogram some of it, now if the enemies find a free path to the player (checking a raycast) they’ll simply move in the players direction, otherwise they will use the A* to try and get a free path to the player, that solved a bunch of problems.
![](https://media.indiedb.com/images/articles/1/184/183576/auto/tumblr_inline_nmw4qmP6Hb1s51o0v_540.jpg)
For the spawn itself, I decided to use the same spawner I wrote for the rooms, however some of the logic in it involved talking back to the room to tell if the monsters were dead, and give a list of the alive monsters for it to keep, I had to abstract some of that so it wouldn’t require a “roomtemplate” component. That opens up possibilities for making hazards that spawn enemies, or enemies that spawn other enemies, like the boss :)
Now there is only one thing left for this boss battle to be “done” for the contest… The boss death D: I’ll leave that for tomorrow… I am running out of time though =x I have until 11:59pm of the saturday to submit this to the competition, but saturday I should be already working on Ludum Dare so… D: I gotta finish this up quick, I still have a menu to program!
Awesome
Looks really good!