The work on the Final boss continues (mostly) as planned, slowly but steadily! Originally I thought that I would have a working version of the boss by the end of August, but I vastly underestimated how much work there would be.
So now I don't plan for a specific end date – just trying to make the boss as interesting and challenging as possible.
What was done:
The highlight layer for most of the boss's parts is finally drawn properly.
New design of the railgun weapons, specific to the final boss, was added.
An entirely new class 3 weapon sprite was created for the final boss – it shoots the purple type‑3 enemy shots.
A new class 3 plasma sprite was added for the boss.
Started the work on the phase change method that will activate/deactivate weapons and such.
It took quite some time to draw the highlights because I wanted to make the layer more detailed than the other bosses, and of course because the final boss is bigger than anything else in the game.
Also, I was quite surprised by how many new sprites for the weapons were needed, but at least the ones for the first phase of the fight are ready, with highlights and at least the fire animation. Later I will need to create the activate/deactivate animations, but it's not urgent for now.
So yeah, the progress is there. I worked only on the boss last week, but this week I will need to focus on the "Learn Godot 4 by Coding Classic Pong" guides, as it's time for Part 1 to be released (hopefully next Monday)!