Uploaded October 2020 | Updated September 2026, 2 hours ago
The core of a boss battle is the boss Behavior Pattern, which is essentially a primitive AI layer. We often use State Machines for that, and with Godot's AnimationTree node, it couldn't be easier.
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00:00 - Intro
01:01 - Boss showcase
01:48 - AnimationTree setup
03:33 - Designing the State Machine
08:30 - Creating a better interface for AnimationTree
10:35 - How to set the conditions for Transitions
21:36 - Fast forward to the final behaviors
22:12 - How to debug a Boss without Players
23:06 - Fast forward to the final design
23:25 - Reviewing the code
25:10 - Testing the Boss
26:20 - Outro
#gamedev #indiegamedev #indiegame #gamedesign #programming #godotengine #flatdesign #bossbattle #boss #games #lasers #spaceshooter #space
The core of a boss battle is the boss Behavior Pattern, which is essentially a primitive AI layer. We often use State Machines for that, and with Godot's AnimationTree node, it couldn't be easier.
---
Get personalized guidance to develop and launch games:
🚀ko-fi.com/ludensludonaut/commissions
Learn how to design, develop, and launch games:
🎓ko-fi.com/s/f9fd32c6f7
Send a letter to the stars and support Milkyway Mailing Inc.
🌌ko-fi.com/milkywaymail/commissions
Get access to assets, tutorial files, and more:
👨🚀ko-fi.com/ludensludonaut/tiers
Learn the 12 Essential Features of Platformer Games:
📘ko-fi.com/s/8df29350d8
---
00:00 - Intro
01:01 - Boss showcase
01:48 - AnimationTree setup
03:33 - Designing the State Machine
08:30 - Creating a better interface for AnimationTree
10:35 - How to set the conditions for Transitions
21:36 - Fast forward to the final behaviors
22:12 - How to debug a Boss without Players
23:06 - Fast forward to the final design
23:25 - Reviewing the code
25:10 - Testing the Boss
26:20 - Outro
#gamedev #indiegamedev #indiegame #gamedesign #programming #godotengine #flatdesign #bossbattle #boss #games #lasers #spaceshooter #space










