Bosses are a must for sure. I would assume they a bigger, faster, have special attacks, and multiple Weak points to destroy.
Yes they are indeed, the normal levels are just to enjoy the dismembering and fun brutal kills of all enemies.
I play a lot of this games and seen enough boss fights to have an idea how to do it.
The biggest problem i run into while testing is the movement. Normally i use a spline for movement and to the controls and trigger events like spawning and such with the attached event manager.
But this does not work very well, guess i need to do more “move to” and create a new event manager for this fights.
At them moment still testing.
Gore update.
I basicly recreated the gore system again. No more use of attaching gore models (beside nanite headshot models) or using of masks for flesh rip-off.
I did a test with blendshapes that turn out to be more effective.
Does not look as good but i guess it is more than enough to be used as i never was aiming a photorealistic setting.
As SK_Nanite meshes still do not support blendshapes or skinweight changes at runtime i needed to reduce the poly count to use normal models.
Here is a vid with fully randomized enemies.
- Only 1 base model is used
- RND dirt, RND blood, RND Hair models (and color), RND cloth color, RND cloth damage
Seems like i finnaly found the a good mix with usage of blendshapes, masking and skinweight to have a gore-system in place that is easy and fast to use.
A last playtest version very soon and i can FINNALY after a long time start to finalize the game systems.
I just started working very close together with the developers of Blamcon Lightguns to have the game fully suport a first lightgun.
- Recoil
- Rumble
- LED ammo display and more
Great guys to work with. There will also be soon an plugin for UE available that supports this.