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Add boss MVP #200
Add boss MVP #200
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In general, looks good to me, as it just follows the same patterns we use. The new boss
is necessary, as there is special boss behavior (e.g. when the boss dies, all other minions die as well, level is completed, etc.).
Something that I can imagine in the future (near or far 😄) is for the attacks to be defined by metadata. However, I think this is something quite complex, since it will also interact with scripting, states etc, which are under heavy work.
In summary, LGTM 😄
Needs to be rebased.
Ah, BTW, I've marked the PR as draft. |
Just got the boss assets, @zicklag not sure what to do with attack conflicts. Could you take a look? |
Sure thing, I'll check it out as soon as I get the chance. |
Rebases #200 onto the latest master, with a couple subjective tweaks: - Make boss flag in YAML a `bool` instead of an `Option<bool> - Impl HasLoadProgress for `bool` instead of ignoring the `boss` field in the metata struct.
Rebases #200 onto the latest master, with a couple subjective tweaks: - Make boss flag in YAML a `bool` instead of an `Option<bool> - Impl HasLoadProgress for `bool` instead of ignoring the `boss` field in the metata struct. Co-authored by: Edgar Soares da Silva <70528288+edgarssilva@users.noreply.github.com>
I found it easier to just copy the code from the diff on GitHub onto the latest master with the tweaks needed to make it work with the new fighter state machine. I pushed to a branch in this repo that you can also push to and opened a new PR: #222. You can continue working on that branch. |
Merged in #222. |
Rebases fishfolk#200 onto the latest master, with a couple subjective tweaks: - Make boss flag in YAML a `bool` instead of an `Option<bool> - Impl HasLoadProgress for `bool` instead of ignoring the `boss` field in the metata struct. Co-authored by: Edgar Soares da Silva <70528288+edgarssilva@users.noreply.github.com>
The beach level only has the boss for easier debugging. I usually use the bandit sprite since I'm waiting on the boss ones (I might give it a shot myself) but currently it's using the current boss sheet (very distracting).
The temporary way to define the boss is by passing boss: true in yaml file of the level, this will get picked up and add a Boss marker component to the enemy entity.
This will make the enemy not use the default attack and instead do a jump one though sometimes doesn't land on the current spot. Numbers should be adjusted but waiting for the textures to fit it nicely.