The main challenge was managing state transitions and edge cases in the boss logic. Preventing repeated triggers and unintended phase resets required careful gating. Next, I would refine timing, feedback, and clarity to improve pacing and player understanding.
The main challenge was managing state transitions and edge cases in the boss logic. Preventing repeated triggers and unintended phase resets required careful gating. Next, I would refine timing, feedback, and clarity to improve pacing and player understanding.
The weapon and ammo system went through several iterations this sprint, evolving from a traditional setup into a simplified structure through team feedback. Going forward, I plan to validate system ideas earlier to reduce revision time.
The weapon and ammo system went through several iterations this sprint, evolving from a traditional setup into a simplified structure through team feedback. Going forward, I plan to validate system ideas earlier to reduce revision time.
I designed a two-phase, mechanic-driven boss encounter inspired by raid-style structures but adapted for a single-player experience. The fight emphasizes invulnerability phases, buff-gated damage windows, environmental objectives, and clear wipe conditions.
I designed a two-phase, mechanic-driven boss encounter inspired by raid-style structures but adapted for a single-player experience. The fight emphasizes invulnerability phases, buff-gated damage windows, environmental objectives, and clear wipe conditions.
I defined the roles and intended use cases for standard and heavy weapon modes, including time-to-kill expectations for normal enemies, elites, and bosses. These decisions help control combat pacing and reinforce the importance of situational weapon choice.
I defined the roles and intended use cases for standard and heavy weapon modes, including time-to-kill expectations for normal enemies, elites, and bosses. These decisions help control combat pacing and reinforce the importance of situational weapon choice.