Teslabot is an aggressive rushdown fighter who'll fry you with relentless electrical attacks. This enemy never lets up, constantly closing distance and applying pressure until you crack. I handled the back end of development from rigging and animating this electric maniac all the way through behavior trees and implementation.
For an electrical fighter like this, I had to pay homage to the classics. Blanka and Raiden were obvious inspirations, so I gave Teslabot some signature moves as a love letter to those characters. But straight copying wouldn't cut it. Each move needed extra flair to fit our game's style and pacing. The results hit that sweet spot between familiar and fresh.
Once in game, I tuned each attack to feel both satisfying and punishing. Every move needed its own distinct feel while contributing to the character's overall rushdown identity. I also layered in subtle variations for harder difficulty modes, tweaking timing and hitboxes just enough to catch experienced players off guard without feeling cheap.
The behavior tree work was where things got really interesting. Creating that constant pressure without making the AI feel unfair took some serious iteration. Teslabot needed to feel relentless but not mindless. Players should feel the pressure mounting but still see openings if they're paying attention. Getting that balance right meant countless tweaks to decision timings and attack priorities.
The final result forces players into situations they can't just button-mash through. You have to learn when to block, when to dodge, and most importantly, when to push back. That constant pressure creates genuine tension where one mistake can snowball into getting completely overwhelmed. It's exactly the kind of challenge that makes victory feel earned rather than given.
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