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Task #111

Updated by Luis Restituyo 3 months ago

Intent: 

 Implement different boss type enemies with unique abilities, behaviors Remove all warnings and challenge levels. errors from the product 

 Note on estimation: 

 This is mostly a verification at the development end of boss enemies includes, Ai behavior, animations, attacks, health balancing, and potential interactions with the environment. this will require iteration sprint and play testing usually needs little if any time dedicated to ensure balanced difficulty. 
 
 it unless there are currently known issues. People should be fixing warnings and errors as they develop their tasks. 

 * [ ] **Dependencies** 
   * [ ] Functional Enemy AI 
   *[ ] GameManager for boss fight handling 
   * [ ] Animations and VFX for boss abilities. Product 
   
 * [ ] **Test Cases / Acceptance Criteria** 
   * [ ] Does When the boss spawn correctly in the designated area or trigger event? game's code is compiled from a clean workspace is it free of errors? 
   * [ ] Does When the boss have unique attacks and abilities different game's code is compiled from regular enemies? a clean workspace is it free of warnings? 
   * [ ] Are the boss's attack's properly telegraphed The “#pragma disable” feature has not been used to the player ( animations, vfx, disable warnings or sound cues)? errors? 
   * [ ] is the boss health and difficulty balanced according to the design specifications? 
   * [ ] Does the boss enter different phases or behavior based on health threshold or triggers? 
   * [ ] Does the boss fight reset properly if the player dies or restarts the encounter? 
   * [ ] Are there no warnings or warnings or errors displayed in the Unity Console when unity console window during the boss enemy is spawned or interacts with run of the player? application in unity 
   * [ ] Are there no warnings or warnings or errors displayed in the unity debug window when running during the complied game with a boss fight? run of the application from exe

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