Production context
GDD/03-Enemies/02-Boss-Zombies.mdVerified implementation evidence
- Not verified for this documentation pass.
Relationships
- No explicit GDD links found.
Document contract coverage
Use these required Feature Specification areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.
- ReviewPurpose & Player Value
- ReviewScope
- ReviewOut of Scope
- ReviewTerminology
- ReviewFunctional Behavior
- ReviewStates & Flows
- ReviewRules & Edge Cases
- ReviewDependencies
- ReviewAcceptance Criteria
- ReviewOpen Questions
Authoritative project content
Boss zombies are the endgame driver and the most distinctive feature of Lambeer. They gate the most powerful weapons and grant permanent buffs to the players who first defeat them. Design and progression rules cross-reference ../01-Gameplay/07-Crafting-and-Progression.md.
Fantasy
A boss hunt is a planned, high-stakes operation: gear up, travel to the lair, survive the fight (and any opportunistic PvP), and walk away with rare components — and, if you're first, a permanent advantage.
Boss tiers — [CONFIRMED concept], values [TBD]
Bosses are tiered. Higher tier = tougher fight, found in more dangerous regions, and drops components for more powerful craftable weapons.
| Tier | Difficulty | Drops | Weapon unlock |
|---|---|---|---|
| T1 | Entry boss | T1 components | Mid-tier weapon |
| T2 | Mid | T2 components | High-tier weapon |
| T3 | Hard / endgame | T3 components | Top-tier weapon |
The initial confirmed boss is
Boss_Butcher: a large zombie carrying a knife with very high attack damage. Exact stats, tier mapping, and moveset remain [TBD].
Rewards
1. Tiered crafting components — [CONFIRMED]
- Each boss drops boss-specific components keyed to its tier.
- Components are the only route to that tier's powerful weapons (boss-crafted weapons). This makes boss hunts mandatory for top-end power.
- Repeatable: killing a boss again drops components/loot again.
2. First-kill permanent buff — [CONFIRMED]
- The first defeat of a given boss on a server grants a permanent buff to every participating player.
- Only the first kill grants the buff; subsequent kills do not.
- This is a server-wide milestone — it rewards being part of "first blood" and creates memorable shared events.
Rules to finalize before implementation ([TBD])
- Participation definition — default [RECOMMENDATION]: dealt nonzero damage AND present (alive/in-range) at the moment of death.
- "First" scope — per server (intended). Confirm not global-per-account.
- Buff catalog & power — [CONFIRMED] initial set: +5% run speed and +10% maximum HP. There is no total cap; duplicate prevention is by buff ID, so distinct IDs can stack even when their effects match.
- Persistence — buffs saved per-player and survive death/relog (full-loot does NOT strip permanent buffs). See ../04-Multiplayer/01-Network-Architecture.md.
- PvP interaction — if PvP breaks out during the boss fight, who counts as a participant for the buff? (Edge case to define.)
Encounter design
- Mechanics: bosses need readable, learnable mechanics beyond "big health bar".
Boss_Butcheruses a knife and deals very high damage; the specific moveset, telegraphs, phases, weak points, adds, and hazards remain [TBD]. - Group-oriented: tuned for a squad; solo should be very hard or impractical (encourages co-op — ties to ../04-Multiplayer/03-Clans-and-Squads.md).
- Arena lock: entering the boss area prevents the player from leaving the arena. The release condition and handling for disconnects/server restarts remain [TBD].
- Spawn/respawn — [CONFIRMED]: the boss occupies a fixed arena. Respawn is allowed only after no players remain in the surrounding area and one real-world day has elapsed. The duration is configurable in dedicated-server settings.
Networking & performance
- Server-authoritative; a boss is a high-value replicated actor with reliable state.
- Boss body blood stains follow the shared visual contract: ../01-Gameplay/10-Blood-Visual.md.
- Track the participant set server-side for the first-kill buff award; award atomically on death.
- Boss + adds + multiple players + possible PvP in one area is a replication hotspot — ensure relevancy and effects budget hold up.
Implementation guidance
ABossZombieextends the base zombie with phase logic via StateTree; tier/stats/drops/buff-grant are data-driven.- Buff grant via the buff layer ([RECOMMENDATION] GAS GameplayEffect marked permanent + persisted). See ../05-Technical/01-Tech-Stack-and-Engine.md.
Boss HUD contract — [CONFIRMED]
FEAT-HUD-UI shows a boss health bar during the encounter. Respawn status/timer becomes known only after the player inspects or interacts with the boss marker; if spawning is prevented by players in the area, show the exact copy Respawn blocked: area occupied.