This system is a mini-BOSS encounter system where players need to equip skills on the device themselves. Skills are automatically released based on the cumulative number of valid hits the player lands, and the order in which skills are arranged significantly impacts the boss battle. After the battle, players can collect rewards to unlock new skills.
Content Introduction
Multi-phase combat transitions integrated with the environment
Players must install skills, and the order of skill release affects the battle rhythm
Mechanics inspired by boss battles in Cuphead
Core Features
System architecture
Fully implemented using Blueprint visual scripting
Skills created and configured via Data Tables
Combat System
Basic Damage System
Can be hit, dynamic health changes, skills can restore health, destruction triggers elimination logic
Player Boost SystemCan accelerate movement, dynamic nitrous gauge changes, skills can restore nitrous
Player Skill SystemSkills are automatically released, but players can determine the order of release
Boss AI System
Boss normal attacks
Triggers the boss's aerial dash skill when the player is at a certain distance
Triggers the boss's enraged attack skill when health drops below a certain percentage
When the boss's health reaches 0, transitions to the second phase of the battle
Battle Phase Transition
After the boss dies, it teleports to the center and releases a shockwave
The boss descends via an elevator, revealing the core
Three explosive orbs rotate around the core to protect it
The core charges the explosive orbs every few seconds, causing them to release a dense barrage of bullets
UI System
Skill details can be viewed in the skill panel, and skills can be dragged into skill slots
Picking up rewards updates the skill panel
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