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Hi Everyone! I hope you've all been well this week.

I've got some progress to show on the boss battle when it comes to the game logic. Let gets into it:

1: What's New?

This week was spent on more programming and game logic.

The level is now playable from start to end from a functionality perspective. Even if there's no new art yet.

I did make some modifications to the gas and the tentacle traps to allow for alternative "Damage Only" versions. that could be reused in other levels.

These versions come up blue colored and instead of taking you to an encounter they just take away some health. Good for a sequence like this boss battle when the attention goes to somewhere else like what's happening to the Bindmancer.

Blue Gas!

And here we have a placeholder animation for chains that jutt out of the walls and capture the Bindmancer to place her into a piece of bondage. This happens 4 times during the level to bind her up more and more.

2: What's Next?

With most of the gameplay logic solved next week I'll start to work on some art assets for the level. Namely I'll start to work on the bondage for the Bindmancer.

Files

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