@@DerpyNub i mean he did say something with sustaining minor nerve damage and pretty sure he also mentioned in another video something about major nerve damage, so it is quite possibly and a funny addition for people with no life
@@I_Xeroc_fr Cool little bug fact for you: Dom actually knows how to optimize his mods. I used to hear for a while that Nameless ran better than base DoG. So I don’t expect this fight to run too badly either
You took "let me cook" to a whole new level These exo mechs genuinely look that they are actually programmed to be aggressive, unpredictable and fight like they are the pinnacle of dreadons projects So many attacks Beautifully telegraphed And so diverse Amazing Just amazing
Once again this looks great. I really love Ares' resprited swords and Hades' tunnelling attack! This mod really adds some personality to the mechs, making them feel like real opponents built with a goal to achieve. Keep up the good work!
This looks a billion times more fun to play than regular very chaotic or even infernum exo mechs. You do such an amazing job on these it's insane. Keep up the amazing work!
This is crazy good! As a hobbyist programmer, I'm curious about how you make the boss's movements feel so natural and the attacks so well-coordinated. Do you achieve this through specific programming techniques, or is it more trial and error until it feels right? Also, if you don't mind me asking, do you have a background in programming, like a bachelor's or master's degree?
There's a lot to unpack here, so I'll go through these things bit by bit. Boss movement: This is from a LOT of experience, learning, and studying existing works. One of my favorite things here in this regard is Apollo's dashes. For those, I've been having him go really, REALLY fast (Like 120 pixels/frame or so) over the course of about 8-12 frames before decelerating at an extremely rapid (but not instant!) pace (usually making the velocity exponentially decay by multiplying it by 0.7 for a few frames), with a post-processing shader applied on top to suggest motion blur to the player. I learned this from some of Yiyang233's works (The person responsible for most of the "Chinese Developer" content that was lauded more heavily about a year ago, such as the MEAC Empress). It's just one example, but yeah. I also have a SmoothFlyNear function that I commonly use for rapid "Get me to this position, fast, but make me slow down smoothly" motion as well, but that's a bit more general-purpose and not as interesting. When it comes to these things though I CANNOT stress enough that programming is just one piece in the puzzle. In order to make things fluid, natural, or eye-catching in a pleasing way you need to have an eye for those sorts of things, which is something that requires a sense for certain artistic principles. Attack Coordination: I offloaded most of this to separate management systems. Combo attacks are represented via a management class that specifies which Exo Mechs should be present for the attack, as well as a behavior loop that all participating mechs adhere to. Technically speaking, their normal behaviors are shut off while the management system puppeteers them around during this. The base Calamity Mod's Exo Mechs bake this coordination into the AI of the three mechs (Not Artemis, since Apollo is considered the "leader" of the Exo Twins for the purposes of counting them as a single entity), but I didn't want to replicate that due to it being rather clunky and hard to build upon, hence the systems. Programming College Experience: I'm in community college right now, but I have yet to graduate. I've been doing this for close to seven years now and most of it is just experience through projects like this, rather than a big formal background.
@@dominickarma6646 time fosters exp in all fields so no shock your skills in this field atleast are amongst the highest in the whole of modded terraria.
jesus christ dude every time i think ive seen the peak of terraria boss design you swing by and (yet a-fucking-gain) make something somehow even better than your previous already impressive works. You are truly talented beyond words.
Those movementts are so smooth New undergroung hades attack is amazing! Thing i've noticed is that this bossfight doesn't need a world-wide arena like for basic calamity exos or (in less size) infernum ones. Also my pc will die with Hades death animation, i guess.
Looks like Ares can charge up Artemis and Apollo and actual has real energy katanas and finally Hades digging some holes because it is on that exo crack
The exo mechs movements are so natural that basically I'm watching a movie (when ares is on the background can you make him immune to damage [because he is now far away from you] which I think it makes more realistic)
I've already considered this While it is more realistic, it isn't particularly great from a gameplay standpoint. Creates a situation where you just have to wait for him to finish the attack before you continue attacking him
@@dominickarma6646 true, while nobody blames about ScaL to wait finishing her attacks, especially her desperation phase (on infernum) I think only that attack scene with that improvement shouldn't affect the gameplay
*"Should you desire to engage my machines again, I would suggest greater dodging precision."* Would this imply a reward and/or special dialogue for no-hits?
tbf idc how balanced it is the only thing I wanna know is when can I start upping my death count on this MASTERPIECE (im monitoring the steam workshop)
I like how you used the steam from the worm to indicate an upcoming lazer attack. I never like it when bosses have these png lines to indicate upcoming lazers, it always felt lazy and disconnected from the boss itself.
This looks really cool (i head through the grapevine that this is for eternity exos) i think "hades" still needs more buffs, it feels pretty inactive throughout the fight except during the combo with areas, also what was the motive for the name change
I feel like hades should lower your flight time, similar to astrum deus and ravager, in his solo phase at least when he does the ground slam attack. Also ares shouldn’t be able to be damaged in his background phase, because some weapons like mechworm staff could easily melt the close together parts.
@@dominickarma6646 oh ok, Also does ares have his blender beam attack still, I dont think I was clear when I asked this question before, cause I may have just said laser
I advise you to reduce the time interval between the disappearance of the plane from the screen and the appearance of Thanatos himself, it is advisable to remove this interval altogether. I would also advise you to increase the speed at which tanaios crashes into the ground and bring the place of his landing closer to the player
I'm trying not to beat all combinations of Infernum Exo Mechs with pre-Exo Mechs gear. I've beaten only Ares + Twins combination because separate Ares and Twins are disasters!
AC6 player spotted, deploying based token! I’ve pushed for a little AC6 inspiration in this fight, like with the visuals of Hades’s line-up lasers, but the death animation isn’t inspired that I know of
nice work! you should work at Re Logic! but hey I think you already have a job that suits you! (; and also if you might have some little tips for getting started in programming a terraria boss!
Im sure this has probably been answered before, but my own curiosity remains Does Hades do a full replace for Thanatos? Like Does Hades take over Thanatos's position as the Exo Worm?