Dev Log #3: Boss Fight, Revive Mechanics, and Completing the Game Prototype
Published at Oct 15, 2024
Table of Contents
- Intro
- Showcase
- 1. Boss Fight
- 2. Mobs – Boss Helpers
- 3. Revive Mechanics
- 4. Final Game Logic and Flow
- 5. Architecture and Singleton Management
- 6. Audio and Control Settings
- 7. Licensing
Intro
Hello everyone! Welcome to the final part of my devlog series for Survival Sprint: Fury of the Boss. Today, I’m excited to present the last major updates to the game, focusing on the Boss Fight, the introduction of Revive Mechanics, and the overall architecture improvements that bring the game together.
Over the past few weeks, I have made significant progress, adding crucial features:
- Boss Fight mechanics.
- Mob Helpers that assist the boss.
- Revive Mechanics for a second chance after defeat.
- Final Game Logic, covering the full game flow and improvements in architecture.
Feel free to try the demo version directly in your browser by visiting the game’s project page here.
Showcase
1. Boss Fight
The game now includes a challenging boss fight that occurs after the running level. Once the player completes the running section, they transition to the boss level, where they face off against a powerful enemy. The boss has unique behaviors that test the player’s skills.
Key features:
- Boss Attacks: The boss uses various attacks and summons mobs (helpers) to complicate the fight.
- Health Bar: The boss’s health is displayed on the screen, allowing players to track their progress in the fight.
2. Mobs – Boss Helpers
The boss is not alone in the fight; it brings along helpers called mobs to assist in attacking the player. The player needs to manage these additional threats while fighting the boss.
Mob mechanics:
- Timed Appearances: Mobs spawn at specific intervals, with increasing frequency as the fight progresses.
- Mob Behavior: Some mobs attack from a distance, while others engage the player in close combat.
3. Revive Mechanics
A new Revive Mechanic has been added to give players a second chance during the game. When the player loses all their health, they can choose to revive by spending in-game currency:
- Running Level: Reviving costs 100 coins.
- Boss Fight Level: Reviving costs 300 coins.
This mechanic provides players with a strategic option to continue their progress without restarting the entire level.
4. Final Game Logic and Flow
The complete game flow is now fully realized, from the splash screen to the final showdown with the boss. Each level has its own distinct mechanics, enhancing the variety of gameplay.
Game Flow:
- Splash screen → Main menu → Running level → Boss fight level → Game over or Victory screen.
5. Architecture and Singleton Management
The game architecture has been refined to better handle the distinct gameplay mechanics. Key components include:
- Singletons: Multiple singletons manage global functions and data, including:
- ./core/game_manager.gd – Manages game states, player data, and scene transitions.
- ./core/coin_spawner.gd – Controls coin spawning logic across levels.
- ./core/utils.gd – Provides utility functions used throughout the game.
- ./core/signal_bus.gd – Facilitates communication between various game objects using signals.
- Level-Specific Logic: Each level has its own dedicated scripts for unique behaviors:
- Running Level:
- ./levels/runner/level.gd
- ./levels/runner/level_spawner.gd
- ./levels/runner/player/player_controller.gd
- Boss Fight Level:
- ./levels/boss_fights/level.gd
- ./levels/boss_fights/level_spawner.gd
- ./levels/boss_fights/player/player_controller.gd
- Running Level:
6. Audio and Control Settings
The game now includes customizable settings for audio and controls:
- Volume Settings: Players can adjust the volume levels for music and sound effects.
- Joystick Options: Various control options are available, including different joystick configurations for mobile gameplay.
7. Licensing
- Male Attack Grunt 3.wav by F.M.Audio – Freesound – License: Attribution 4.0
- jump_player.wav by FullStackSound – Freesound – License: Attribution 4.0
- Other sounds by kenney - Kenney – License: Creative Commons CC0
- Core design - by kenney - Kenney - License: Creative Commons CC0
This marks the completion of the game prototype. For now, the project is in a fully playable state!