Making Really Difficult Boss Fights for my Indie Game

Pontypants
12 Aug 202220:22
EducationalLearning
32 Likes 10 Comments

TLDRIn this video, the creator shares their journey of developing a physics-based boxing game with Unreal Engine 4, focusing on designing challenging and memorable boss fights. They discuss the process of creating bosses, including a Mexican wrestler with unique ring interactions and an astronaut with futuristic weaponry. The creator also experiments with rope dynamics and introduces a skill-based boss, 'Hurricane American,' without special abilities. They invite viewers to suggest ideas for the final boss and hint at learning music production for the game.

Takeaways
  • ๐ŸŽฎ The video is part of a series where the creator is developing a physics-based boxing game with humor and arcade elements using Unreal Engine 4.
  • ๐ŸฅŠ The game's objective is to defeat 15 bosses to become the boxing champion, with 10 already created and the focus on the final 5 challenging opponents.
  • ๐Ÿค– The creator uses Milanote, a tool for organizing game development, which is also a sponsor of the channel.
  • ๐Ÿ’ก The creator seeks community input for ideas and solutions, encouraging viewers to comment with suggestions for the game.
  • ๐Ÿ‡ฒ๐Ÿ‡ฝ A boss based on a Mexican wrestler is being developed, incorporating unique aesthetics and abilities like ring-jumping and rope leverage.
  • ๐Ÿ”„ Adjustments to the game's camera and mechanics are made to improve the visibility and interaction of the Mexican wrestler boss's moves.
  • ๐ŸŽญ A new attack type, 'bash', is introduced, allowing players to interrupt boss attacks by combining block and dash actions.
  • ๐Ÿš€ An astronaut boss concept is explored, featuring abilities like rocket firing and laser attacks, adding a high-tech twist to the game.
  • ๐ŸŒ• The astronaut boss fight takes place on a moon with a normal map texture from NASA for a realistic touch, despite the game's cartoony style.
  • ๐ŸŒช A 'Hurricane American' boss is planned with no special abilities, focusing on core gameplay mechanics as a skill check for players.
  • ๐Ÿงต A string puppet boss is conceptualized for the 'dark infinity' level, with limbs controlled by strings for a creepy and challenging fight.
Q & A
  • What is the main objective of the video creator's game project?

    -The main objective of the game project is to create a physics-based boxing game with 15 bosses or opponents for players to defeat in order to claim the title of boxing champion.

  • How many bosses has the creator completed so far in the game?

    -The creator has completed 10 out of the 15 bosses for the game.

  • What is the name of the tool the creator uses to organize his game development?

    -The creator uses a tool called Milanote to organize his game development.

  • What feature does the creator want to implement for the Mexican wrestler boss character?

    -The creator wants to implement a feature where the Mexican wrestler boss can jump up on the ring and perform a jump attack, which is not typical in boxing.

  • How does the creator address the issue of the wrestler disappearing during the jump attack?

    -The creator adjusts the camera to back off a bit and focus on the wrestler when he jumps up, ensuring the player can see the attack coming.

  • What new type of attack does the creator introduce for the game?

    -The creator introduces a new type of attack called 'bash', which involves holding down block and simultaneously dashing forward to interrupt certain boss actions.

  • What issue does the creator encounter when trying to make the ropes in the game bouncy?

    -The creator struggles with making the ropes bouncy and realistic, initially using the built-in cable tool in Unreal Engine, which doesn't produce satisfactory results.

  • How does the creator solve the problem of the ropes not reacting to collisions?

    -The creator creates his own rope setup using spheres and random forces, then replaces the line with actual geometry using the spline tool to make the ropes bouncy.

  • What idea does the creator borrow from the audience for a boss character?

    -The creator borrows the idea of an astronaut boss who can fire rockets and use lasers as special attacks.

  • What unique characteristic does the 'Hurricane American' boss have compared to other bosses?

    -The 'Hurricane American' boss does not have any special abilities and focuses on core gameplay mechanics, acting as a skill check for the player.

  • What aesthetic choice does the creator make for the astronaut boss's fight environment?

    -The creator chooses to set the astronaut boss's fight on a small moon in outer space with a standard ring to prevent players from falling into space.

  • What is the creator's approach to designing the final boss of the game?

    -The creator is inviting audience suggestions for the final boss design and plans to leave the decision to the community.

  • What additional skill is the creator planning to learn for the game development?

    -The creator plans to learn how to make music for the game, using a recently acquired musical instrument.

  • How can potential players show interest in the game and get notified upon its release?

    -Potential players can wishlist the game on Steam to get notified when it is released.

Outlines
00:00
๐ŸŽฎ Developing a Physics-Based Boxing Game

The video script details the creator's ongoing project to develop a physics-based boxing game using Unreal Engine 4. The game is infused with arcade-style and humorous elements, and the creator aims to design 15 unique bosses for players to defeat to become the boxing champion. With 10 bosses already developed, the focus of this episode is to design the remaining 5 challenging and memorable boss fights. The creator also introduces Milanote, a tool they use for game organization and thanks it for its sponsorship. They discuss the idea of creating a boss based on a Mexican wrestler, incorporating wrestling aesthetics and ring stunts, and overcoming technical challenges to make the boss fight engaging and visually appealing.

05:02
๐Ÿคผโ€โ™‚๏ธ Designing a Wrestler Boss with Unique Mechanics

This section of the script delves into the specifics of creating a wrestler boss, including the idea of using the ring ropes for dynamic stunts and attacks. The creator experiments with the Unreal Engine's cable tool and ultimately decides to develop their own rope setup to achieve a bouncy rope effect. They also discuss the implementation of a 'bash' attack that can interrupt boss moves, adding depth to the gameplay. The creator expresses satisfaction with the wrestler boss design and hints at further improvements to the game's visual and interactive elements, such as making the ropes react to the boxer's movements.

10:03
๐Ÿ‘พ Introducing an Astronaut Boss with High-Tech Attacks

The creator explores the concept of an astronaut boss, equipped with futuristic weaponry like rockets and lasers. They discuss the initial design challenges and the decision to place the boss fight on a small moon in outer space, adapting the game's mechanics to fit the new setting. The creator also experiments with the game's aesthetics, using a normal map from NASA's website to create a realistic moon surface. Despite the complexity of the astronaut boss, the creator manages to integrate it into the game, adding a new layer of challenge and excitement for players.

15:03
๐ŸฅŠ Crafting a Skill-Based 'Hurricane American' Boss

In this part of the script, the focus shifts to creating a boss that serves as a skill check for players, named 'Hurricane American.' Unlike other bosses with special abilities, this opponent relies solely on core gameplay mechanics, testing the player's mastery of blocking, countering, and footwork. The creator discusses the gradual increase in difficulty throughout the game, with each boss having unique attributes that can be tweaked. They also touch on the idea of creating a puppet boss for a dark-themed level, experimenting with string attachments and visual effects to enhance the eerie atmosphere of the fight.

20:04
๐Ÿงต Creating a Marionette Boss and Engaging Community

The final paragraph discusses the design of a marionette boss, inspired by the creator's childhood fears. They experiment with making the strings look realistic and the marionette's movements lifelike, aiming to create a challenging and visually distinct boss fight. The creator also invites the community to suggest ideas for the game's final boss and mentions their plans to learn music composition for the game. They encourage viewers to wishlist the game on Steam and to subscribe for updates, promising more content in future videos.

Mindmap
Keywords
๐Ÿ’กUnreal Engine 4
Unreal Engine 4 is a popular game engine developed by Epic Games, known for its high-quality graphics and versatility in creating various types of games. In the video, it is the primary tool used by the creator to develop a physics-based boxing game, showcasing its capabilities in handling complex game mechanics and visual aesthetics.
๐Ÿ’กBoss Fights
Boss fights are climactic battles against a significant enemy at the end of a level or stage in a video game. The script discusses the creation of 15 unique boss fights for the game, emphasizing the challenge and memorability of these encounters, which are central to the player's progression towards becoming the boxing champion.
๐Ÿ’กArcade
Arcade refers to a style of video game that originated from coin-operated machines in public spaces, characterized by simple controls and intense, short gameplay sessions. The video mentions incorporating an element of 'arcadiness' into the boxing game, suggesting a focus on accessible, enjoyable gameplay.
๐Ÿ’กMilanote
Milanote is a digital tool for organizing creative projects, which the creator uses to manage the development of the game. It is highlighted as an intuitive and quick way to gather references, write notes, and create to-do lists, playing a crucial role in the game design process.
๐Ÿ’กMexican Wrestler
The term 'Mexican Wrestler' is used in the script to describe a boss character inspired by the aesthetics and culture of Mexican wrestling, known as Lucha Libre. The creator discusses implementing unique mechanics for this boss, such as jumping on the ring and using ropes for leverage, to make the fight engaging and thematic.
๐Ÿ’กPhysics-Based
Physics-based games rely on realistic or simulated physical interactions to drive gameplay. The video game being developed is described as physics-based, indicating that the movements of the characters and objects within the game are governed by physical laws to create a more immersive and realistic experience.
๐Ÿ’กRope Dynamics
Rope dynamics refer to the simulation of the movement and behavior of ropes or similar flexible objects in a 3D environment. The script details an attempt to create realistic rope physics for the boxing ring, which adds to the game's visual appeal and realism, especially when the wrestler character interacts with the ropes.
๐Ÿ’กAstronaut Boss
The 'Astronaut Boss' is a concept for one of the game's bosses, featuring a character dressed as an astronaut with unique abilities such as firing rockets and lasers. This idea showcases the creator's intention to introduce diverse and imaginative boss characters, enhancing the game's variety and challenge.
๐Ÿ’กPuppet Boss
The 'Puppet Boss' is another boss concept, designed to be a marionette controlled by strings, adding a creepy and distinctive element to the game. The boss's design and abilities are meant to play on the fear of puppets and provide a unique challenge for the player, emphasizing the game's thematic diversity.
๐Ÿ’กSkill Check
A 'Skill Check' in gaming is a challenge or test designed to evaluate a player's mastery of the game's mechanics. The script mentions creating a boss without special abilities, focusing instead on the core gameplay mechanics as a skill check for the player, ensuring that only those who have honed their skills can progress.
๐Ÿ’กCartoony Explosion
A 'Cartoony Explosion' refers to a stylized, exaggerated visual effect used in animations and games to depict an explosion. The creator mentions creating such an effect for the rockets in the astronaut boss fight, which fits the game's overall aesthetic and adds to the visual feedback during gameplay.
Highlights

Creator is developing a physics-based boxing video game with humor and arcade elements.

The game's goal is to defeat 15 unique bosses to become the boxing champion.

Milanote is used for game organization and is a sponsor of the channel.

Milanote's intuitive interface is utilized for gathering references and creating to-do lists.

Creator is developing a boss character based on a Mexican wrestler with unique aesthetics.

Adjustments to the game engine were made to allow wrestlers to climb the ring.

Camera adjustments ensure visibility of the wrestler during ring jumps.

A shadow on the ground was considered but ultimately rejected to maintain attack surprise.

The wrestler boss uses rope leverage for a back-and-forth charge attack.

A new 'bash' attack was created to interrupt boss actions without dealing damage.

Secret ways to interrupt boss attacks are introduced for player discovery.

Creator experiments with Unreal Engine's cable tool for rope dynamics.

A custom rope setup was developed using spheres and splines for a bouncy effect.

The sumo boss level was updated with bouncy ropes for added realism.

An astronaut boss concept was crowd-sourced and features rocket and laser attacks.

A boxing world champion boss named 'Hurricane American' is designed without special abilities.

A string puppet boss was created for the dark infinity level with unique string mechanics.

The final boss concept is open for audience suggestions to engage the community.

Creator plans to learn music production for the game's soundtrack.

The game 'Punch a Bunch' is available for wishlisting on Steam.

Transcripts
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