A 2D top down soul game, which is developed @PantherDev GSU.
Fall of the Tyrant
My contributions:
Programming AI Boss
Post processing and VFX.
Programming
Programming Jarg/AI Boss
I was tasked to program the boss. The boss has 3 range detections: close, medium, and long range.
At close range, the boss will do a spin attack and the player’s vision will be reduces, which is called Aura of Ignorance.
At medium range, the boss will do a sword slash or a lunge attack.
At long range, the boss shoots out and frozen beam that deal damage and slow down the player overtime and then freeze the player for a duration.
For me, 2D top down is way more difficult than normal 2D and 3D game as their perspective is different. You have to simulate gravity and the collision is different as you only need to create a small collider to collide with other objects. If you want to detect damage, then you can create either a trigger collider or using overlap cast.
Prototype (Set-up)
Final Set-up
VFX
Fog
I’m using Perlin or Gradient noise to create the fog texture, then by moving the texture on the horizontal axis it creates an simple fog effect.
All of this VFX is inspired by Happy Harvest URP project
Bonfire Effect
To create this effect, I’m using Perlin noise to randomize the position and rotation in a certain limits to create the light blinking effect, through programming. This effect consists of three lights objects but we only need to manipulate 2: an 2D point light and an 2D spot light.
Lighting & Shadows
Lighting: Because it’s a 2D top down game, I attach a point light and increase the range, volumetric light to create moon light, which illustrate the effect that the moon always over the head of the map.
Shadows: You can just use the 2D light and set them to be substract mode (if I remember correctly). Then you can just adjust manually to the alpha to soften the shadow and use the edit shape to control the shape.