As with previous titles my main role for the game was looking after the combat system. Porting the previously developed system over was a simple process so the majority of my focus was on the new Build Attack mechanic. The Build Attack was similar to the Super Attacks from LEGO® The Incredibles where the player would build up combo points before unleashing a devastating area of effect attack on the surround area. As we wanted each of the main characters to have a unique feeling to their attack I split up the main damage components of each attack type into small behaviours which could be set on any of the different attacks. For example we would have separate behaviours for spawning an explosion, playing bespoke audio, firing bolts in different manners and so on. This allowed use to quickly set up new Build Attacks as the animations came in with minimal additional code requirements beyond defining a new behaviour type.
Another section of the game I was responsible for was the Sorting Area Boss Fight. This bossfight brought about the challenge of manipulating the behaviour and animations of the main boss as well as its 8 attached limbs (something we'd never done in previous titles). My work involved setting up controllers for the limbs and their different behaviours as well as scripts to manage transitions between boss states and how their limbs should activate/deactivate. This involved working closely with Construction Design to ensure the boss was always in the correct place at the correct time during various level events.