This week I was able to design a full fight mechanic for a boss encounter. Taking into account that the team only has one experienced rigger/ animator, I tried to think of enemy that would lessen the amount of rigging the enemies would need.
The Spider Boss Concept: In regards to rigging, the spider boss will be nearly as big as the environment it is located in (City Park). He won’t need to be rigged in order to actually walk around because His combat is designed for him to stay in one place. The under part of his body is protected by a force field, this is where he is most vulnerable. The player will dodge the shot he is firing from the mid-section of his body and avoid his dangerous stomping legs while they fire at his unshielded legs. The enemy will enter and aggravated state and slam this body to the ground, and then like a dreidel, he will spin. While spinning he gradually shifts his legs further out. The player is forced to only avoid during this phase. Once the boss had completed his spin attack, it will enter a brief cooldown phase. This is when the shield protecting his body will off and the player can shoot and do some real damage to the boss. The spider will then shake, its shield will reactivate and then it will stand up to begin this process.
This monster design. So he is the same coming as going. Meaning, (Theoretically) His forward animation played backwards, is his forward animation. The turret is a swivel.
Here are some other Models and Shape Studies from this week.