New contest ongoing: Rube Goldberg Machine

Creating a Transforming Adventure Boss

For a beginner boss tutorial, see this tutorial: Creating a Simple Adventure Boss

In this tutorial you will see some examples on how to create a transforming adventure boss! Since this is a tutorial for more advanced users we'll mostly just go through what objects can be used and assume you already know some of the basics of Principia, e.g how to connect and build simple things. If you're very new to Principia, you should check out some of the beginner tutorials first.

You will find a finished example level at the bottom of this page.

Phase 1: Destructible Parts (Legs)

The legs used in this example are the same as in the Simple Walker tutorial but duplicated to make it a four legged boss.

To make the player able to shoot off the legs we can use a FX emitter to destroy the connections after x amount of damage and make the legs fall off.

Basic objects used for destructible legs:

Use "Connection Edit" and click a connection you want to make destructible and decrease the strength slider just a bit (0.95). Add an FX emitter somewhere near it and set its config to "Destroy Connections", and "Explosion" if you want explosions when its being destroyed.

To activate the FX emitter after a certain amount of damage we can calculate the health of the legs by using an Impact sensor connected to a Condenser. See Boss HP below for a more detailed example. Make sure to have a separate HP calculation for the legs.

To delete the legs after they fall off you can connect a Timer to an Auto Absorber. Set the timer to e.g 2 seconds and connect it to the FX emitter output socket.

Phase 2: Activate Hovering

To make the boss start hovering over the player after the legs have been destroyed you can use these objects:

For a more detailed tutorial for basic hovering, see this hovercraft tutorial.

The amount of Rockets that you should use depends on the size and weight of the boss.

Here's an example of a setup that will make the boss hover:

Add a stabilizer if needed.

Phase 2: Activate Body Parts (Shooting Arms & Head)

To activate new body parts after the legs have been destroyed you can simply hide them behind a body made of e.g plastic boxes or breadboards, then use Linear Servos or Linear Motors uncover them when activated.

If you have separated body parts like the head in this tutorial example, you can use rubber beams attached to Linear Servos to lock them in place.

To make the Arms or other body parts destructible, see the steps for destructible parts.

Phase 3: Moving Head

In this example: After the body is destroyed the head with two eyes will be dropped on the ground and balance itself on a wheel. For a transformation like this, hide the head or separated body part behind the main body, then when the body is damaged enough, use Auto Absorber to remove it and only the separated body part will remain. Use a Toggler to activate the objects needed so it doesn't move around inside the boss.

Boss HP & visible HP bar

Objects needed:

The condenser can be used as HP for the boss. A condenser has two inputs, IN0 and IN1. IN0 will "fill" the condenser. Send 0.1 to it and it increments its internal value by 0.1, for example. IN1 decrements the condenser. The output, OUT0, is the percentage of how filled the condenser is. If you read 1.0 from OUT0, it means it is full, and 0.0 means it is empty.

You can set the condenser's Initial Fraction to 1 and Max Value to 1. Attach Impact Sensors where the boss will take damage. Connect the Impact Sensors to a sub, set the sub to 0.9 for example. Connect the Sub to the condenser. Now when the Impact sensors have been hit a value of 0.10 will be decremented from the condenser. Add a ceil and inverter to only output 1 when the condenser (HP) is empty. Then you can connect it to a Game Manager to complete the game or a toggler to activate some other features on the boss. So when the boss has been hit about 10 times (this might vary a bit depending on the sensitivity used on the impact sensors). If you want it to have more HP, adjust the values used for the condenser and/or sub.

If you want the boss HP to be visible to the player, there are different ways you can do that:

Using a Grapher

The simplest way is to connect the condenser used for the HP to a Grapher and attach it somewhere on the boss.

Using Active Displays

The HP bar we're using for the example level on this page is this one, it uses Active Displays lined up together to display the current boss health.

Credits to that guy for this method https://principia-web.se/archive/level/4471 You can click edit to see how it's made or copy it with multi-select.

Using a Linear Servo

This method uses a Linear Servo and colored plastic beams on different layers to create a mechanical HP bar.

You can place it somewhere on the side or on the boss if there is space.

Other useful tips

Example Level