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by Team Wandururs

A demo of the game can be downloaded by clicking on the title and a sample of the game's code can be found here.


Introduction
WayOut is a share screen co-op boss arena made in Unity3D. The game features two bosses, Whomper and the Knight. 

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My primary responsibilities were designing and implementing the boss "Whomper". 

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AI System Implementation

I began the project studying up on various AI implementations and decided to use a Finite State Machine as the base AI system for our game. The intention was to accommodate various states and behaviors  and to allow tweaking of the states during iteration and not worrying about breaking previous implementations.

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Each behavior of the boss was broken down into different states 

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In addition to the behavior system, there was a need to ensure that the AIs are able to track the positions of the player characters and use the appropriate abilities. Rather than allowing the AI to have global sight of player characters, a line of sight system using trigger colliders was used. 


Whomper's Design
Whomper was intended to be a classic golem-type boss, with his signature ground pound (which inspired his name as "whomp" was how we described many of his actions).

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Whomper has two "modes" of attack, a melee phase and a ranged phase. Whomper begins in his melee phase, opting to charge with his body and perform ground pounds. This set of behaviors was designed to ease players into the game, allowing them to experiment with their characters and their abilities. 

Whomper's ranged mode begins after he loses 30% of his health. In this state, throwing rocks and summoning falling pillars to disrupt players is his means of attack. Occasionally, he launches his fist underground as a surprise attack and channels a grip that locks players in place. This phase introduces mechanics where players would have to help each other by destroying the pillars or freeing their partners whom are caught in Whomper's grasp.

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Whomper transits into his last "phase" at 40% health, being able to use abilities and attacks from both modes and chaining them in combos. 

The attack patterns are fixed, and there is no change to the foreshadowing of the abilities, so players should be able to recognize what is coming. 

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