"Boomerang" projectiles for enemies.

MysticalMist

Well-known member
I am currently brainstorming and designing a boss that uses a move that is similar to Antonio's boomerang from Streets or Rage. Their weapon will be thrown at the player, but then return to them when the attack is finished. The enemy's using telekinesis magic technically, but the logic is more or less the same. I'm quite familiar with the 3D attack script in terms of the attack reaching the player, but I'm more concerned with how I would go about the latter part of it.

What would be a good way to approach this kind of thing?
 
Hey @MysticalMist,

There's quite a few ways to set up Boomerang behavior. It really depends on the fine details. Do you want it reverse direction and keep that path? Or seek out the owner whenever they are like a guided missile?

Do you want smooth transitions (as in, slows down gradually before reversing) or acting like it hit a wall and bounced back? The former takes more complex scripting but tends to look nicer. The later is simpler. Is your reversing time based or distance based? Does it bounce back instantly on hitting or just cut through and run whatever its pre-determined return path is? What happens when it hits something on the return path? Does the thrower have to wait? Do they have a catch animation? What if they get hit or knocked down? The devil is in the details.

Here's an example I made ages ago:
  • The Boomerang flies a set distance and then returns.
  • It bounces back instantly on hitting a target or wall.
  • On the return, it no longer bounces and cuts through any targets.
  • Owner is in a wait pose and stays stuck until "catching" it.
  • There's no guidance because of the above.

DC
 
Hey @MysticalMist,

There's quite a few ways to set up Boomerang behavior. It really depends on the fine details. Do you want it reverse direction and keep that path? Or seek out the owner whenever they are like a guided missile?

Do you want smooth transitions (as in, slows down gradually before reversing) or acting like it hit a wall and bounced back? The former takes more complex scripting but tends to look nicer. The later is simpler. Is your reversing time based or distance based? Does it bounce back instantly on hitting or just cut through and run whatever its pre-determined return path is? What happens when it hits something on the return path? Does the thrower have to wait? Do they have a catch animation? What if they get hit or knocked down? The devil is in the details.

I would like the entity to return to its owner like a guided missile, wherever they may be. The character in question is relying on a witch-like moveset with a broom she can control telekinetically to hit players with. Here are some sprites that hopefully illustrate the idea effectively. Technically, I guess it's more like a guided missile than a boomerang, but I still want it to return to her after she finishes her attack with it.
telekinesis.pngweapon.png
(Initial sprite art was done by me, but I do feel it's worth crediting my talented friend, Zeofh, who did the animations for her.)
 
Making boomerang projectile should be doable. However, Antonio has different action.
What I mean is, enemies usually stand still after throwing the boomerang and won't move until the projectile returns.
Antonio OTOH can walk around after throwing his boomerang. He can even kick player while his boomerang is away.

If the witch doesn't act like Antonio after throwing her broom, it should be easy. It should be similar to Captain's shield throw in Avengers Template.
But if she does act like Antonio, it could require extra work.
 
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