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Enemy final boss - #158

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mialskywalker wants to merge 56 commits into
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enemy_final_boss
Open

Enemy final boss#158
mialskywalker wants to merge 56 commits into
mainfrom
enemy_final_boss

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@mialskywalker

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Summary

Adds the King Aelorin boss encounter with the core Phase 1 / Phase 2 gameplay logic.

Included

  • Phase 1 and Phase 2 boss state machines
  • Configurable attack selection and timings
  • Seeker Sigils
  • Nova
  • Risen Spires
  • Spirit Cannon
  • Teleport
  • Summon
  • Grasp of the Dead
  • Fury sequence
  • Soul Cataclysm with safe zones
  • Threshold system requiring Shadow Execution
  • Phase transition and final death flow
  • Gameplay telegraphs / UI for boss abilities
  • Debug visualization for attack areas and setup points
  • Configurable teleport anchors, summon formations, spire patterns and ability centers

Documentation

Setup and designer configuration guide:
https://deserted-ceres-f98.notion.site/King-Aelorin-Quick-Setup-3c58b0f059e780f0b11ed49f14b447ef

IMPORTANT

Scene / Summon Stability

The boss is currently set up and tested using the Level1 scene due to an existing engine issue with instantiatePrefab() that can cause crashes during runtime spawning.

A SceneCapacityPrewarm script has been added to the CapacityPrewarm GameObject as a temporary workaround. This significantly reduces the frequency of the crashes, but does not fully solve the underlying engine issue.

Crashes may still occur when multiple Summoner enemies spawn enemies repeatedly while King Aelorin is also using his Summon ability.

Threshold / Phase / Fury Validation

All boss thresholds, the Phase 1 → Phase 2 transition, and the Fury trigger are implemented using the HP percentages specified in the GDD.

These mechanics are working at the intended percentage values, but there is currently no final boss health bar UI in the scene, so the exact HP thresholds are not visually displayed during testing.

Placeholder Assets

All current boss presentation assets are placeholders, including:

  • Models
  • Animations
  • UI / telegraph visuals

They are intentionally temporary and were added to allow the full gameplay logic and encounter flow to be implemented and tested. They can be replaced later without changing the core boss logic.

…onfig values and exposed transform in boss controller

@AndreuMiroSabate AndreuMiroSabate left a comment

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For what I tested it works good and looks cool. The battle seems difficult and entertaining. Also all the abilities here seem useful (I can't test it properly since I test it alone).
Also the abilities I think they are well implemented. The UI is correct also.
Soon I will upload the boss level so we can start testing the battle there.
Good job.

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2 participants