---
title: "Discussion on \"Designing a Branching Boss Encounter: Combat vs. Real-Time Negotiation Against Voldrak in V.E.T.O.R — A Ruptura\" | Hashnode"
description: "Discussion on \"Designing a Branching Boss Encounter: Combat vs. Real-Time Negotiation Against Voldrak in V.E.T.O.R — A Ruptura\". In most action-RPG boss encounters, talking to an enemy is a pre-fight cutscene. In V.E.T.O.R — A Ruptura, we wanted dialogue and combat to share the same live state machine.\nWatch the full unscripted"
url: "https://hashnode.com/posts/designing-a-branching-boss-encounter-combat-vs-real-time-negotiation-against-voldrak-in-v-e-t-o-r-a-ruptura/6af92df7d034523bfaf446be"
---

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# [Designing a Branching Boss Encounter: Combat vs. Real-Time Negotiation Against Voldrak in V.E.T.O.R — A Ruptura](https://vetorgames.hashnode.dev/designing-a-branching-boss-encounter-combat-vs-real-time-negotiation-against-voldrak-in-v-e-t-o-r-a-ruptura?utm_source=hashnode&utm_medium=feed)

In most action-RPG boss encounters, talking to an enemy is a pre-fight cutscene. In V.E.T.O.R — A Ruptura, we wanted dialogue and combat to share the same live state machine. Watch the full unscripted

1h ago · 2 min read · vetorgames.hashnode.dev  
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## Written by

[Jonie Rangel](https://hashnode.com/@vetorgames)

@vetorgames

  
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Indie game developer — V.E.T.O.R — A Ruptura

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