Chapter 6. Building a Worthy Boss

In this project, we will add another stage to the game that we created in the previous project. Having a good shootout is a lot of fun, but it can't really end without a challenging boss battle. We are going to create that boss battle in this project.

Our boss won't be quite as big and impressive as the following R-Type example (http://en.wikipedia.org/wiki/R-Type), but it will offer any budding space hero a serious challenge:

Building a Worthy Boss

Mission briefing

We will work with some new elements that haven't yet played a part in previous projects. We will look at sending messages between different objects, and create a temporary script that will help us to make it easier to test our work in this two-part game.

Why is it awesome?

No shooter game is complete without a good boss fight. Not only should this be a memorable experience for the players, but it should also create a spectacular encounter that is a very focused and enjoyable process.

Creating a boss is quite different from creating general enemies. The boss is more resilient, so it will stay on screen longer. It requires more attention to its appearance, and the way it moves about the screen often plays a very big part in the gameplay.

Your Hotshot objectives

We will first set up the new elements in this project. When that's done, we continue creating the boss character and its behavior. The objectives are listed as follows:

  • Sending a message
  • Adding a test script
  • Creating the boss
  • Creating attack pattern 1
  • Creating attack pattern 2
  • Creating attack pattern 3
  • Making the boss more impressive
  • Defeating the boss

Mission checklist

This project continues from the previous one. So to start with, we load the end result of that project.

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