BossConfig
Assets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Boss/BossConfig.asset
_maxPoolSize: 1
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Skull Squid
Player experience
Leviathan is the boss, a skull squid that holds its ground. Attacks draw inspiration from on-rails shooters and their bosses, like a boss at the end of a Star Fox level, firing waves of projectile patterns at the player. Attacks are telegraphed, then fired, then a brief cooldown before firing again. The horde is still present. The boss is the thing the round is about.
Product goal
Leviathan is the signature fight a chapter can cast. The swarm is the crowd. The elites are the problems in the crowd. The boss is what the level stops for. Which chapter it belongs to lives on the level.
Open
A unique boss per level is still open. Leviathan is the one boss that exists.
These are the non-swarm enemies and the boss that exist in the project now.
During a life the player can meet skullworms, quadrupeds, Orobas, scorpions, portals and their weakspots, mega portals, and the Skull Squid boss. Each has a definition and a pool factory in as-built assets. Portals bring more enemies. Weakspots are how a portal is broken. The boss runs projectile patterns from BossPatternDefinition assets.
An elite dies, a portal collapses, or the boss pattern ends. All of them unload with the gameplay scope. Kinds that are not in those assets are not spawned.
Nothing per creature. A quest step can credit a boss id or a family, and that quest lifetime is saved with the profile.
Assets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Boss/BossConfig.asset
_maxPoolSize: 1Assets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Boss/BossDefinition_SkullSquid.asset
_bodyFactory: Assets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Boss/SkullSquidBossEntityFactory.asset_patternSet: Assets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Boss/Patterns/BossPattern_SkullSquidCycle.asset_displayName: Leviathan_maxHealth: 2500000_scoreCategory: Boss_dropsManaOrb: true_manaOrbDropCount: 100_yawFollow: true_yawSpeedDegPerSec: 180_yawClamped: false_yawRangeDeg: (-180, 180)_verticalFollow: true_verticalSpeedMetersPerSec: 10_verticalRange: (-666, 666)Assets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Boss/Patterns/BossPattern_AimedFan.asset
_waves (1)[0]_trajectory: AimedFan_bulletCount: 7_spreadDegrees: 60_speed: 0_range: 0_healthScale: 1_emitterSocketIndex: 0_telegraphDuration: 0.6_cooldownDuration: 1_emitDuration: 2_spiralEmitInterval: 0.06_spiralBulletsPerEmit: 1_spiralRotationDegPerSec: 220_loop: falseAssets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Boss/Patterns/BossPattern_RadialRing.asset
_waves (1)[0]_trajectory: RadialRing_bulletCount: 24_spreadDegrees: 45_speed: 0_range: 0_healthScale: 1_emitterSocketIndex: 0_telegraphDuration: 0.75_cooldownDuration: 1.2_emitDuration: 2_spiralEmitInterval: 0.06_spiralBulletsPerEmit: 1_spiralRotationDegPerSec: 220_loop: falseAssets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Boss/Patterns/BossPattern_RotatingSpiral.asset
_waves (1)[0]_trajectory: RotatingSpiral_bulletCount: 1_spreadDegrees: 45_speed: 0_range: 0_healthScale: 1_emitterSocketIndex: 0_telegraphDuration: 0.5_cooldownDuration: 1.5_emitDuration: 3_spiralEmitInterval: 0.05_spiralBulletsPerEmit: 2_spiralRotationDegPerSec: 200_loop: falseAssets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Boss/Patterns/BossPattern_SkullSquidCycle.asset
_waves (3)[0]_trajectory: RadialRing_bulletCount: 64_spreadDegrees: 45_speed: 0_range: 0_healthScale: 1_emitterSocketIndex: 0_telegraphDuration: 0.25_cooldownDuration: 1_emitDuration: 2_spiralEmitInterval: 0.06_spiralBulletsPerEmit: 1_spiralRotationDegPerSec: 220[1]_trajectory: AimedFan_bulletCount: 16_spreadDegrees: 60_speed: 0_range: 0_healthScale: 1_emitterSocketIndex: 0_telegraphDuration: 0.25_cooldownDuration: 1_emitDuration: 2_spiralEmitInterval: 0.06_spiralBulletsPerEmit: 1_spiralRotationDegPerSec: 220[2]_trajectory: RotatingSpiral_bulletCount: 1_spreadDegrees: 45_speed: 0_range: 0_healthScale: 1_emitterSocketIndex: 0_telegraphDuration: 0.25_cooldownDuration: 1_emitDuration: 3_spiralEmitInterval: 0.05_spiralBulletsPerEmit: 8_spiralRotationDegPerSec: 200_loop: trueAssets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Boss/BossProjectileConfig.asset
_maxPoolSize: 512_defaultSpeed: 20_defaultRange: 75_maxLifetime: 8_contactDamage: 25_contactRadius: 0.3_wallProbeRadius: 0.5_floorY: 0_healthSource: Assets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Enemy_Skull.asset