At the end of the A Pirate's Tale series for mots you will have to defeat a levelboss.
And making the cog for this baby is a bit out of my league...
Ok, we have a square hall, and the boss is stationary and constantly plays a specific key.
The player has to stay on the side, on which he will find a circular way up, at some place he'll be protected by walls, machinery or pipes, but mostly he's in plane sight of the boss.
The boss should fire lighting beams to various directions all arround him, at very small random intervalls, these should do a certain ammount of damage (to your shield first and when that is out to your health).
Then their should be one beam of lighting which will home at the player, at random somewhat bigger intervals. (same thing with the damage)
I was experimentating a bit with the homing beam, but I found out that it has a maximum range, which by long doesn't make it through the entire hall, how can that be fixed?
At the begin of the cog the enemy should be created at a ghost position after a defineble ammount of time (before this boss will be a small cutscene). And when a certain switch is pressed the entire cog will stop.
Explanatory pic:
[This message has been edited by ZOOIkes (edited September 01, 2002).]
And making the cog for this baby is a bit out of my league...
Ok, we have a square hall, and the boss is stationary and constantly plays a specific key.
The player has to stay on the side, on which he will find a circular way up, at some place he'll be protected by walls, machinery or pipes, but mostly he's in plane sight of the boss.
The boss should fire lighting beams to various directions all arround him, at very small random intervalls, these should do a certain ammount of damage (to your shield first and when that is out to your health).
Then their should be one beam of lighting which will home at the player, at random somewhat bigger intervals. (same thing with the damage)
I was experimentating a bit with the homing beam, but I found out that it has a maximum range, which by long doesn't make it through the entire hall, how can that be fixed?
At the begin of the cog the enemy should be created at a ghost position after a defineble ammount of time (before this boss will be a small cutscene). And when a certain switch is pressed the entire cog will stop.
Explanatory pic:
[This message has been edited by ZOOIkes (edited September 01, 2002).]