Closed soundbreaker closed 7 years ago
A better solution would be getting the stagger animation for taking damage in place and changing the attack sounds to play on hit and different sounds for successful hits vs hitting invulnerable entities. This would indirectly indicate that the pylon is affecting it (along with the current particle effect).
Continuing from the above, another potential solution could be a "power-up" animation for the boss (like it feels the power surging in) and some sounds for the pylons rising/falling (stone-grinding?) that can be heard can then connect the two as the animation plays and he grows bigger just as the rising sound stops playing.
The new scaling code, along with the current particle effects, should resolve this.
Perhaps, upon entering the boss room, we could have a short cut-scene of the boss being powered-up by a pylon?