New boss planet #188

Closed
opened 2026-09-03 07:24:15 +00:00 by metaheavens · 2 comments
Owner

Créer un nouveau type de planète, non configurable dans le map editor. Cette planète doit quand même apparaître en mode dev à côté des autres planètes. Le boss est une sorte de pieuvre tentaculaire avec plusieurs paternes. Dans une première phase, le boss, envoie une série d'ennemis, des petites pieuvres qui fonce vers la flotte du joueur. Durant la seconde phase le boss, envoie des rayons laser en direction de la flotte. pour faire des dégâts au boss il faut réussir à tuer certaines pieuvres d'une couleur particulière qui vont retourner vers le boss une fois tuées et ouvrir un œil au bout d'une tentacules du boss. Ces yeux sont attaquable.

Créer un nouveau type de planète, non configurable dans le map editor. Cette planète doit quand même apparaître en mode dev à côté des autres planètes. Le boss est une sorte de pieuvre tentaculaire avec plusieurs paternes. Dans une première phase, le boss, envoie une série d'ennemis, des petites pieuvres qui fonce vers la flotte du joueur. Durant la seconde phase le boss, envoie des rayons laser en direction de la flotte. pour faire des dégâts au boss il faut réussir à tuer certaines pieuvres d'une couleur particulière qui vont retourner vers le boss une fois tuées et ouvrir un œil au bout d'une tentacules du boss. Ces yeux sont attaquable.
Author
Owner

Implemented and pushed in 40f284d. Added the rare scripted boss planet (also fixed near spawn in dev mode), its non-editor surface profile and organic map/surface presentation, phase-one octopus waves with exactly one golden return target, attackable tentacle eyes, phase-two telegraphed three-lane laser volleys, and persistent conquest after all six eyes are broken. Player aim, laser, gas-bomb, projectile, and garrison targeting now share the existing combat-target contract so opened eyes work without concrete boss checks. Added an end-to-end boss test plus a stable portrait preview; boss, dev mode, surface profiles, setup editor, catalog, aim assist, laser auto-aim, and gas-bomber focused tests pass. The 720x1280 render was reviewed and the boss background seam/telegraph competition were corrected.

Implemented and pushed in `40f284d`. Added the rare scripted boss planet (also fixed near spawn in dev mode), its non-editor surface profile and organic map/surface presentation, phase-one octopus waves with exactly one golden return target, attackable tentacle eyes, phase-two telegraphed three-lane laser volleys, and persistent conquest after all six eyes are broken. Player aim, laser, gas-bomb, projectile, and garrison targeting now share the existing combat-target contract so opened eyes work without concrete boss checks. Added an end-to-end boss test plus a stable portrait preview; boss, dev mode, surface profiles, setup editor, catalog, aim assist, laser auto-aim, and gas-bomber focused tests pass. The 720x1280 render was reviewed and the boss background seam/telegraph competition were corrected.
Author
Owner

Follow-up balance/performance pass pushed in 6898531: boss laser lanes now use infinite forward-ray collision while only rasterizing far enough to cover the current viewport; volley interval is 3.5s and telegraph charge 0.85s. Hatchlings now have 5 HP and live hatchlings are capped at 8. Added a signal-driven aggregate 18-HP boss bar. Replaced the animated fullscreen procedural boss shader with a ready-made seamless tiled field, removed per-frame UI polling/array filtering, cached hatchling fleet lookup, and throttled cosmetic vector redraws to 12 FPS (laser telegraphs 30 FPS) without reducing combat/physics tick rate. Updated portrait preview and regression coverage. test_boss_planet, test_enemy_mothership, test_surface_profiles, and test_surface_background_shared pass; final 720x1280 render reviewed. No deployment performed.

Follow-up balance/performance pass pushed in `6898531`: boss laser lanes now use infinite forward-ray collision while only rasterizing far enough to cover the current viewport; volley interval is 3.5s and telegraph charge 0.85s. Hatchlings now have 5 HP and live hatchlings are capped at 8. Added a signal-driven aggregate 18-HP boss bar. Replaced the animated fullscreen procedural boss shader with a ready-made seamless tiled field, removed per-frame UI polling/array filtering, cached hatchling fleet lookup, and throttled cosmetic vector redraws to 12 FPS (laser telegraphs 30 FPS) without reducing combat/physics tick rate. Updated portrait preview and regression coverage. `test_boss_planet`, `test_enemy_mothership`, `test_surface_profiles`, and `test_surface_background_shared` pass; final 720x1280 render reviewed. No deployment performed.
Sign in to join this conversation.
No labels
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set

Reference
metaheavens/spaceship#188
No description provided.