Welcome back, My favorite game developers.
In this video, we are going to make our boss angry.
So as you can see,
I've created a transition in here.
I've created a trigger that we didn't use.
And we can go from walking to get angry,
too angry, walking too angry, attacking.
So let's see how that looks in our game.
I'm going to maximize on play.
I'm going to go to the syllabus and make, nope, I mean,
go to the angry walking and make the speed five,
save that, and maximize on play, run the game.
So now you should see the boss gets angry,
he gets bigger, and now he walks much faster.
And you'll notice that he does
a lot more damage and we can get away.
You can see that right now our health has been depleted.
We tried to shoot him.
He doesn't have a health system.
What kind of game this is,
and now we come to our death by dying.
So with that out of the way,
we go back to the main menu.
We break a couple of glasses,
we cry, and we try to exit the game,
but it won't allow us.
So let's not waste any more time and let's get started.
Oh, okay, So now it's time to
take our boss the next level.
And by next level,
I obviously mean to get him angry,
not worry about the shooting.
We will deal with that later on.
We already know all the shooting mechanics.
So I'm going to create a transition from
the regular walking to the getting angry.
And in here, I'm going to create
a new trigger or actually a trigger.
So I'm going to call it get angry.
So when we are walking,
we get angry and then we transition to the anger.
So we become bigger,
we become faster and we become stronger, I guess.
Well, obviously we will become stronger.
And then when we transition from the get angry, I mean,
when we finish the angry transition,
we will transition to the get angry.
So let's look at that.
We get angry.
We finish the animation, breathe a bit,
and then we will start walking back again.
So excellent, all of this works perfectly fine.
The next thing we're going to do is
we'll create a transition from the
angry walking to the angry attack and a transition back.
And we're going to remove any exit time in here.
And I'm going to make
this exit time and here are around 90.
How long was the previous one?
So in here, 97.
Okay, then 97.
So when we are attacking,
we attack once, once, twice, once, twice.
Okay, Excellent.
So we have everything set up properly
and we are going to use
the same trigger right here for the attack.
Because, why not?
We can do that, save all of that.
And now we have the angry attack.
But obviously when we are attacking,
we want to have more damage.
We want to have a bigger angry radius.
So for that, I'm going to issue you
a challenge to make the boss angry attack.
So first of all, create a new method that
handles the angry attacking of the boss.
This attack should have
a bigger range and a stronger attack.
So you'll need to create variables just for that and
add events into the angry at tech animation.
So with that said,
pause the video right now and go create
the new angry attack.
Hey, welcome back, my fellow game developers.
Let me just show you what's going on in
our discord server for a second.
This is a person that I am
going to help and as you can see,
he sends me a bit of code.
I sent him a bit of code back.
We have a chat,
we have the chats all the time in
the general game development and so on.
This is so active all the time.
People are helping each other.
I tried to help as much as I possibly can.
So make sure to join the Discord.
I should have talked about this earlier,
but no worries about that.
Let's just finish this video so I can go help mark out.
So I'm going to scroll up in here.
I'm going to create two new variables.
The first one is going to be
a serialized field in D-major and it's going to be the
angry than average about.
And let's just set it as maybe 30.
So 30 or 40.
So we doubled because we doubled the size,
we double the amount of damage.
And a serialized field for the float
and the angry at the radius.
And there we go.
We save that.
Let's go ahead and remove this.
And then I'm going to scroll down in here.
And, and by the way,
if you want, you can draw the attack radius in here also.
So the angry attack radius,
I'm not going to do that.
I don't think that's necessary.
I'm just going to create
a new method in here for the angry attack.
And there is another philosophy to this,
or another way actually enough, not philosophy,
but you can call philosophy if you want to sound fancy,
like I want right now,
we can, instead of doing a another method,
we can actually change the one we have in here,
but I think it's more appropriate to
create a new method just for
the sake of not having any confusions.
So angry at the back layer.
And we are going to do exactly the same.
So in here, another thing that we can do is perhaps,
maybe just make this part of
a general variable just
for we don't have any redundant code,
but we are just going to copy this,
paste it in here, and we are
going to remove the print in here.
And in here. This was just for debugging purposes.
I always recommend you use this all the debug dot log.
And instead of the damage amount,
we are going to use the angry damage amount.
And instead of the attack radius,
the angry attack radius, we save that.
We go back into our game.
We check the animations on the Skelly boss.
The Angry, Angry attack, angry attack.
So it's the first one,
the slope and the scenes.
We are attacking angrily and on the swing.
There we go.
So in here we add an event.
We call the angry attack.
And now we swing down on this right here.
We add another event and we make the angry attack player.
So save that.
Let's also go in to the where Z disc Syllabus.
Scroll down angry attack radius,
this one was three, That's make this 16.
Say that maybe even if it's not
very logical when we have the soil,
just imagine as if we have some kind of, I don't know,
maybe some, some force field or something.
I don't know.
So now we save all of that.
We run the game and we should see that now he gets
angry and he does
absolutely nothing because there
is something that we forgot to do.
If we go to the animator,
we can see that angry walking doesn't have any behavior.
So let's try to add the walking like that.
Nope, it doesn't work at behavior.
And we'll just the boss walk.
There we go. So now we have
an attack range and let's make it a bit bigger.
So maybe four, because e is bigger and
the speed becomes four,
say that, run the game.
And now we should see that he gets
angry and now he is faster.
So as you can see,
there we go. This is attack.
It's much faster at deals,
a lot more damage and he is a bit quicker.
Maybe we'll make him even more quick by adding a 50.
Oh no, no, no, no, low-low.
You. There we go.
So as you can see,
when the boss is angry,
he is really angry obviously.
But there is one problem.
You might have noticed that it was
not very hard to not notice is
that we immediately go to
the angular steak and this is not something that we want,
but this is something that we will have more control
of once we have a health system for our boss,
which is something that we'll do in the next video.
So make sure to commit
your changes and I'll see you in the next one.