Week 7: Enemy/Boss Animation Integration & Production Challenges

Enemy Animation Implementation

Asset Selection

From the 8 provided enemy assets, I selected the Character Pack: Zombie Sample due to its rigged model and attack/movement animations.

Animation Logic

I synchronized the enemy’s NavMeshAgent with its Animator using a state-based approach:

Key Features:

  • MoveSpeed parameter controls walk/run blend trees
  • Attack animation triggers on proximity
  • Death animation plays via animator.SetTrigger("Die") when health ≤ 0

Boss Development & Setbacks

Asset Integration

For the boss, I used the Minotaur 01 asset. Despite its complex animation controller, I streamlined it to focus on:

  • Charge attacks
  • AoE stomp animations
  • Phase transition visual effects

Crash Recovery

On 04/05/2025, a PC crash corrupted critical scene files. To recover:

  1. Restored from Git version control (last stable commit)

Lessons Learned

  1. Asset Vetting: Prioritized rigged models with animation clips over static meshes
  2. Save regularly

References

Final Note: While the late map delivery (04/05/2025) created scope challenges, core combat and progression systems are fully functional. This project has significantly improved my skills in networked animation systems and crisis management during technical failures.

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