Unit 8 — Boss Fight
"Sorta your first on your own experience": the capstone. A boss spec written before code, phases with guarded thresholds, a player attack, telegraphed patterns, and the win/lose loops — then the semester ships.
Lessons
| ID | Title | What you build / learn |
|---|---|---|
| 8.1 | Boss Design: Spec It First | identity, economy, phases, attacks — on paper first |
| 8.2 | Boss Body, Health & Phases | guarded thresholds, phase tables, and a health bar you build yourself |
| 8.3 | Player Attack: Fight Back | the hitbox window, OverlapBoxAll, the combat loop |
| 8.4 | Boss Attacks: Patterns & Phases | shockwave + charge, phase tables, counterplay math |
| 8.5 | Win, Lose & the Death Loop | UnityEvents on death, the death audit |
| 8.6 | Boss Studio + Final Review | ship freeze, the review conversation, the tag |
Concepts this unit owns
Every semester pattern converges: state machines (Unit 4), cooldowns, events, the singleton — and the semester's real final: a playable game and a student who can explain it. CED: AAP-1/2/3 together, CRD-2 (design docs as code-adjacent artifacts).