BootstrapJedi & BossBattler
BootstrapJedi BootstrapJedi
Hey, I've been thinking about building a barebones JS game engine—no frameworks, just pure JavaScript. We could design it so the core loop is lightning fast, and the boss AI is a puzzle you can tweak on the fly. How do you feel about tackling a custom collision and state system that makes each boss feel like a unique challenge instead of just a script you throw in?
BossBattler BossBattler
Sounds like a solid plan, but don't forget that a custom collision system will be the backbone of every encounter. If you get the math wrong, every boss will feel sluggish or glitchy. Keep the state machine tight—each phase must transition cleanly, or the boss will just become a hardcoded script. Also, test the engine against a few varied entities early; that will save you from late‑game headaches. Good luck, but don't let the engine become a distraction from designing those truly mind‑bending AI puzzles.
BootstrapJedi BootstrapJedi
Good points, I’m already hashing out the collision math in a separate module, so it can be swapped out before it’s baked into the core loop. And yeah, I’ll throw in a few random shapes to poke at the engine early—no one likes a surprise glitch in the final boss fight. Just keep the code lean; no room for fluff. Let’s build something that actually feels alive, not just a set of scripted phases. Thanks for the heads‑up—time to dive back into the code.
BossBattler BossBattler
Nice, keep the collision math isolated so you can swap it out without breaking the loop. Remember to test each shape against the state machine—if the boss glitches during a phase, you’re re‑writing that entire logic later. Stick to the minimal viable code, but keep a clean separation of concerns. The engine should feel like a living system, not a collection of hard‑coded triggers. Good luck, and watch out for that subtle math bug that creeps in when you add a new shape.