Aaaand we’re back — with our big ol’ sprite sheet, ready to be turned into a boss!

But let’s rewind for a second first. Before I designed the boss’s visuals or made up the sprite sheet, I filled a page or two with brainstorming about all the ways the boss could attack. Here’s that:

Knowing how the boss attacks helps me design the visuals, but it also helps me design the boss in code. Once I know what the boss’s attacks are, I can look for common elements between them and find the most simple, logical way to code them.
When it’s time to code game elements, I start with what I call an ‘Entity’ — the most basic form of object in Bleed 2. It’s got a few simple properties like a width, a height, a weight, and so on.

Every object in Bleed 2 — whether it’s a bullet or the player or a boss or WHATEVER — is built using an Entity as its base. In this case, the Segment Slider is actually composed of several types of Entities:
-Segment Slider: The actual boss in code. It manages all the other Entities, runs the boss’s AI, and draws the background of the Segment Slider. You can’t interact with it directly but you can hurt it by damaging the Weak Point.
-Segment: Represents a single segment belonging to the Slider. It can perform very basic commands, like sliding across the boss arena, or executing a reflectable attack.
-Gun Segment: A more specific kind of segment, used for the top and bottom segments on the Slider. It’s the same as a Segment but has a cannon that can be rotated and fired.
-Weak Point: The Slider’s weak point. It mostly exists to take damage for the Slider.









