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Level 03The Boss Fight

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01 In development · GDD v1.0

In developmentSolo project

The Boss Fight

A single-player soulslike boss encounter: one approach path, one arena, and one boss with two phases and a scripted finale.

Role
Solo: design, systems, scripting
Engine
UE 5.5 · Blueprints on a C++ project
Timeline
Initial setup + 6 weeks, part-time
Status
Work in progress
Viewport · placeholder
Master Shift
Draft
The hook A teacher fighting their student. It's the last form the master teaches, and to learn it you have to defeat them.

02 30-second summary

What this project is

Goal
Build a readable two-phase soulslike boss encounter that teaches its mechanics before it tests mastery.
My role
Encounter design, tuning and Blueprint systems. Solo.
Key challenge
Teach first, then test, without making any hit feel unfair.
Engine
Unreal Engine 5.5 · Blueprints on a C++ project
Status
In development. The design document is complete; the packaged build and gameplay capture are still to come.
Scope
One person, about six weeks part-time

I designed and built

  • Boss concept, phases, move set and timings
  • Phase state machine and the attack selector with its data table
  • Commentary UI layer that shows what the AI is thinking
  • Combat arena

Reused from a course

  • Dodge, block, heal and lock-on
  • Health and stamina components
  • Raycast hit detection
  • Behavior Tree and enemy AI perception

03 Design breakdown · Pillars

Four rules the fight has to follow

01 · Tutorial

Teach, then test

The phases teach and test skills. The finale tests whether the player is actually proficient.

02 · Readable

Every hit is explainable

The boss offers counterplay options, and the player should understand why they got hit.

03 · The teacher angle

Observe, then correct

Phase 1 observes the player's habits. Phase 2 responds to them, within scope.

04 · Show the backend

Let people see it think

A development UI layer shows what the AI is observing and how that might change its behaviour.

Design intent Encounters specified down to timing and tuning values. Layered boss logic with Blueprint state machines and data-driven attack selection. Scope control is a must on a solo six-week project.

04 Narrative

A master's last lesson

Ping, the star student of the School of Arms, wants to learn the final form of fighting. Master Shift keeps refusing, because the final form is cursed and can only be shown in a fight to the death.

Ping thinks his master is gatekeeping. But Shift is getting old, he needs to pass the form on, and Ping is the best student he has. The lesson ends with Shift being taken to heaven.

No dialogue, no cinematics. The story is told through the environment, on-screen effects, and a boss who moves from slow and reserved to aggressive and uncontrolled.

Inspiration Loosely Kung Fu Panda (Ping is Po's first name, Master Shift is adapted from Master Shifu) and Dronacharya, the royal guru of the Mahabharata.
Gameplay decisionSystemsNarrative
Phase 1 is slowTeaches timing and spacing while the player observes the boss.Shift works through every form on his way to the final one.
Phase 2 adapts to the playerPunishes relying on the same thing over and over.A teacher making sure his student can fight a smarter enemy.
The finale uses every moveTests what the player has learnt.The final form is every previous form, used together, while reading the opponent.

05 Phases

Recitation, correction, final form

Phase 1 · Recitation · 100% → 60%

Teaches: spacing, dodge timing, sizing the punish.

Behaviour: walks, fixed attack weights, long openings.

Phase 2 · Correction · 60% → 10%

Teaches: reading tells, stamina discipline, staying locked on.

Behaviour: faster, stays closer, responds to player habits.

Phase 3 · Final Form · 10%

Teaches: all of the above.

Behaviour: health floor of 1, a fixed sequence, then the death animation.

06 Move set

Nine moves from five animations

Quick cut, wide sweep, overhead, lunge and ground slam, stretched into nine moves with chaining, wind-up holds and play rate.

#MovePhaseRangeWind-upDamageRecovery
1Cross Cut1, 20–4 m0.55s180.9s
2Wide Sweep1, 20–5 m · 240°0.9s241.2s
3Overhead1, 22–6 m1.2s351.6s
4Chain (1 → 2 → 3)1per move0.5s gapsper move1.8s
5Overhead Red22–6 m1.7s351.6s
6Closing Sweep26–12 m0.8s261.3s
7Root Break Red25 m · 360°1.2s301.8s
8Chain 2 (1 → 5 → 2)2per move0.5s gapsper move1.8s
9Final Form (1, 2, 5, 6, 7)3arena< 0.4sper movedeath
  • Opening pose held > 0.3s
  • Tracking cut off 0.25s before hit frames
  • Unblockable red weapon glow
  • Held attacks yellow glow + sound
  • Recovery 0.9s minimum

07 Player kit: Ping

One weapon, readable costs

Health 100 · Stamina 100 · regen 30/s after a 1.0s cooldown

ActionStaminaEffect
Light attack1218 damage, 3-hit chain, 8 poise
Heavy attack2535 damage, 15 poise
Dodge200.7s animation, ~4 m
Blockvaries40% stamina reduction, guard break at 0
Sprint12/s~6.5 m/s
Healn/a+40 instantly, 3 charges
Lock-onn/aTargeting system from the course

Boss: Master Shift

~9 ft humanoid, one long sword

1200 health and 100 poise. Poise recovers 4/s after 3s without being hit; at 0 the boss staggers for 2.5s. Poise is disabled during transitions and the final form.

Mesh and animations are Epic's Paragon assets, picked after an animation audit. All art is placeholder.

HUD, camera, feedback

Health, stamina and heal charges. A boss bar with ticks at 60% and 10%. Lock-on aims at the boss's chest with a wide FOV for a big target up close.

Wind-up signifiers (visual + audio), a 0.07s hit stop on heavy hits and hits taken, camera shake when hit, and a guard-break sound.

08 Tuning model

How long should a win take?

  1. Finale triggers at 10% health1,080 dmg
  2. ~30 damage per opening (light + heavy mix)36 openings
  3. ~5s per attack cycle at a 70% attack rate≈ 4 min
  4. Same, at a 90% attack rate≈ 3.2 min
  5. Player effective health: 100 + 3 heals × 40220 HP
  6. Hits the player can absorb7 – 13

The finale, in numbers

At 10% health the boss pauses for 3.0s with a health floor of 1. The player heals and regains stamina in that window and should recover about 60% from it alone.

The form runs ~8s. Dodging five times costs 100% stamina. Taking every hit deals 133 damage, which is lethal. Once it ends, Shift kneels and any hit ends the fight.

Known issue: at full health a player can survive 4 of the 5 finale hits. Not intended, flagged for tuning.From GDD v1.0

09 Commentary layer

Watch the boss think

A toggleable development overlay that shows the backend at work: what the AI is observing and how that changes its behaviour.

  • State strip (top left): phase, action state, poise.
  • Decision readout (below it): the top three candidate attacks and the logic behind the pick.
  • Margin notes (right edge): design notes, only on event triggers.

Mock-up of the planned overlay. Values from GDD v1.0.

STATE Phase 1 · Recitation ACTION Wind-up · Overhead (1.2s) POISE 100 / 100
Player distance 4.8 m · locked on

    Slowest wind up, longest opening. Phase 1 teaches patience and gets rewarded.

    Master Shift

    10 Scope

    What's in, what's out

    One person, six weeks, part-time. The feature list is prioritized so the fight is complete before anything extra gets built.

    Must

    • One-weapon player kit
    • Boss: two phases + finale
    • Five boss attack animations
    • Phase state machine
    • Attack selection system
    • Grey-boxed level
    • Player HUD
    • Commentary UI
    • Retry button

    Should

    • Player habit tracking
    • Motion-warped attacks
    • Camera effects
    • Audio cues
    • Feedback system

    Could

    • Parry
    • Music loop
    • Pause menu with notes

    Not included

    • Other enemies
    • Elaborate level
    • Inventory system
    • Save system
    • Leveling system
    • Bespoke art or animations
    • Cinematics

    11 Built vs repurposed

    Where the design work lives

    The combat backend comes from a course, so the time goes into the encounter itself.

    From the course

    Unreal Engine 5: Soulslike Melee Combat System

    • Equipment and combat components
    • Dodge, block, heal, lock-on
    • Health and stamina components
    • Tag-based state manager
    • Raycast hit detection and hit management
    • Behavior Tree and enemy AI perception

    Built for this encounter

    The fight itself

    • Boss concept, phases, move set and timings
    • Phase state machine
    • Attack selector and attack Data Table
    • Commentary UI layer
    • Combat arena

    References: God of War Ragnarök (Santa Monica Studio), The Witcher 3: Wild Hunt (CD Projekt Red), Elden Ring (FromSoftware). Course by Unreal RPG Mastery. Paragon animations retargeted to Manny by Kingboars.

    12 Playtest targets

    What "working" means

    MetricTarget
    Attempts to clear (gaming-literate players)3 – 8
    Length of the winning attempt3 – 4.5 min
    “Was the death explainable?”> 80% yes
    Recognising red attackswithin 3 encounters
    Players who notice the adaptive AI> 50%
    Performance60 fps · 1080p · mid-range GPU

    Deliverables

    Build progress

    • Game design documentv1.0 · done
    • Packaged Windows buildin development
    • 3–4 minutes of captured gameplay with the commentary layerpending
    • One-page post-mortempending
    Read the full GDD (PDF)