Home Artists Posts Import Register

Content

Heyo everyone! Late post again. Admittedly, this week wasn't as fruitful as I had been hoping. The boss still needs a good amount of work. Due to some last minute issues, I have decided to rework some of this boss which has put me behind. I am going to be working through my days off to try and remedy this. 

Unfortunately what I would show you has kind of been trashed, but I will try and give an impression based on the code still prevalent.

While fighting Zol'gan,  there will be specific segments of his body that will be vulnerable to fire. Destroying the segment will eliminate all segments up until that point, shrinking his size with each one.

Upon destroying all of Zol'gan's body, his head will separate. The next segment will likely result in this stage's method of gaining ally affinity.


Upon defeating the last phase, Rooster will enter the boss. The specifics are subject to change as I'm implementing them, so I may cover it at a later time, but a big inspiration for this was because there was an extra animation for Rooster sitting around. I figured I would try and make use of this after the fight :P, but we'll see.


As for the moves from Zol'gan, he will have a move similar to what was used prior in the level.



__NEEDS REWORK__

On top of this he will have a charge, and this is where a huge amount of the reworking is necessary. I'm basically going to have to re-rig his whole body, cuz it's just completely fucked lmao.

But despite the jank, the coding, and the tracks are all lined up, so it shouldn't actually be a big undertaking.

For now I will call it there for the report on the boss... there is still a decent amount to do, which is a bit frustrating, but nothing too threatening to pacing.
__________

There were a couple other things I managed to get in this week. Lewd K has sent in a new batch of SFX which I have now added. These SFX include:

>Sandstorm SFX in Titas
>A wind up sound for Titas' boss' chain ball.
>Chain ball firing, retracting, and locking back in. (These SFX show allow the boss to be more readable)
>Water torrents during the underwater pass in Pearlus
>SFX for the Pearlus boss (Saber)'s emerging from the water, and submerging
>SFX for Saber's cannonballs.
>SFX for the rail cars in Neos
>Specific sounds for Pom's boss fight. "Slice, Powder throwing, flames"
>Unique sound for Flame Wave primary attack
>New unique sounds for Gatling Gun
>SFX for when Siren's bio-electricity passive discharges at an enemy.
>new sounds for Siren's heal-drones
>Tanya's barrier will now have SFX as well.
>Nika's yarn ball now have a unique launch and collection sound.

And the next thing I did quickly put in was Pom's support in the remaining levels.

And finally, during the last weekend I managed to finish breaking up Femme Aether's image, so it is ready to be meshed, and rigged.

This is something I have to slowly pick away at on off-time, as it doesn't quite fit into the core workflow. As such, there is still quite a ways to go on this front.

Alright everyone! That should pretty much do it, I'm going to get back to work on this boss! Thanks again! Next week is going to be dedicated to Rooster's 1st Hscene! Catch you then.

-Regulus



Files

Comments

Lance Enulam

Shame about the jank, but I love the spiral design for that phase of the boss fight.

RegulusNSFW

Haha, ya. I'm working on the re-rig today here. Hopefully I can get it wrapped up.