Boss Research:
For the research portion I looked at old sonic Eggman boss battle from Sonic: Chaos. The inspiration I drew from this was the different states of him, as he took damage his contraptions took on different forms to indicate the amount of damage he has taken.
Total Carnage Refrence: Large boss that responds to hits with sprite appearing damage. Can fire
multiple directions and becomes more hectic with more damage done.
I would like this to work towards my Character, as it takes damage it appears in three distinct states:Complete and muscular pillar, half pillar damaged with one arm, and refined Greek statue. Player attacks cause the statue to flash red and shriek, which immediately causes it to retreat.
Boss Behavior: In its first state, it moves slow with heavy throws, as it becomes damaged it begins to move faster and more hectic. The objects it throws are smaller and thrown at faster speeds, making them hard to dodge. The boss will move on diagonals and have a random order to movement, the ground slightly cracks to indicate where he is headed. The Map is square and this adds a level of unpredictability. The King column throws smaller columns at the player that detonate and crumble on impact.
Fire Spawn Objects:
The King throws spawned columns, which detonate on impacted and cause radial damage. These pillars will be thrown and spawned in straight lines. Agile players will be able to avoid these obstacles.
Behavioral Change overtime:
The King moves faster as he progresses from one stage to another. As his damage state increases, he moves quicker and more sporadically, throwing objects more frequently as he moves. In the final form it moves even faster and shoots smaller fast projectiles.
Health:
The pillar uses a standard large health bar that can be seen over the column. It will become more intensely red as its health lowers to zero.It will start off a dark maroon to indicate its damage state, them move to a true red, them following up with a saturated red.




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