Charas-Project

Off-Topic => All of all! => Topic started by: DedlellyDeth on May 24, 2009, 05:33:36 AM

Title: Boss Design
Post by: DedlellyDeth on May 24, 2009, 05:33:36 AM
Post here any ideas you have for video game bosses. NO FPS/MMO BOSSES. Those are too easy to lame up and traditional RPG bosses should be handled with caution!
Title: Re: Boss Design
Post by: Prpl_Mage on May 24, 2009, 02:17:25 PM
May I ask exactly what this is for? I mean; You put it into All of All.

What exactly do you mean with "Boos design"? The battle or the creature's appearance?

And why can't we post MMO bosses? It just eludes me.

Okay, I'll just post how Marduk would be as a boss. As he was planned in the game back some couple of years ago.

Marduk:
Hp a lot.
MP even more.
Def, attk average
Magic above average
Gives a lot of exp
gives a lot of money
Gives an item(skill scroll) to instantly restore all health at the cost of all mana.

Battle starts with 3 minions.
one that used ice magic and inflicts the status problem "Frozen"(same as paralyzed but it doubles def).
One uses fire and inflicts the party with burn(same as poison only is wears off after a couple of turns).
The third one uses thunder spells and can increase the speed of his allies or decrease the player party's
The boss himself starts out using basic attacks and minor spells. Thunder, fire, ice, wind, water, earth, holy, dark.
If his mp gets low: he can regain it using a skill called "Absorb Nether".

The minions each heal the boss as they die and also increase one of his stats.  Ice increases def. Fire increases the attk, thunder the speed.

As all three minions are dead and the buffs are on the boss. He change form in the battle.

The new form got a new pose but a new skill set.
Marduk starts using Gravity and Demi. Gravity halves the target's current hp while Demi is on all players(not himself of course).
He will start using more powerful spells instead of the basic ones and can even land status problems with them.
Fire will act as poison. Ice as paralyze(without the def boost), thunder makes them silenced, wind makes them slow, water decreases magic, earth makes them lose half their def, holy makes them restore life slowly but all stats are halved. Dark makes them lose both hp and mp at a slow rate.
He is also given a heal that restores his hp by approx 20-30% of his max.

After 8 turns he will turn into a form that absorbs all types of magic into HP when used against him. In the same time all players are inflicted with mana leech(poison but mp instead of hp) and poison. The status stays for as long as he is invincible or until they are removed.
He then returns to the 2nd form again and waits another 8 turns before changing into the absorbing form.
Title: Re: Boss Design
Post by: X_marks_the_ed on May 24, 2009, 02:44:24 PM
I'll describe what I have in mind for the fight with Case 01 in Control Case.
Seeing as it is being made in RM, don't expect much.

01 will be positioned on one of several pairs of knives jammed high into trees.
He will throw knives and use special attacks as you get closer. The goal is to have John headbutt the trees near 01, but not the one he's on. This'll knock down the knives in the trees, upon hitting the tree he is on, he won't have any platform to escape to, forcing him down to your level. From there, special attacks can be used on him. It doesn't matter how many you use on them, he'll dodge them all, but doing so makes him lose knives. The goal of the fight is to rid him of his knives, leaving him without a method of attack. Repeat the method of knocking him down (getting more difficult each time), and forcing him to evade with his knives until he's defenseless.

This would happen maybe about 1/4 of the way through the game, so it's meant to challenge, but not to dominate. That's the job of the future bosses.
Title: Re: Boss Design
Post by: Fisherson on May 24, 2009, 03:39:17 PM
I'll describe what I have in mind for the fight with Case 01 in Control Case.
Seeing as it is being made in RM, don't expect much.

01 will be positioned on one of several pairs of knives jammed high into trees.
He will throw knives and use special attacks as you get closer. The goal is to have John headbutt the trees near 01, but not the one he's on. This'll knock down the knives in the trees, upon hitting the tree he is on, he won't have any platform to escape to, forcing him down to your level. From there, special attacks can be used on him. It doesn't matter how many you use on them, he'll dodge them all, but doing so makes him lose knives. The goal of the fight is to rid him of his knives, leaving him without a method of attack. Repeat the method of knocking him down (getting more difficult each time), and forcing him to evade with his knives until he's defenseless.

This would happen maybe about 1/4 of the way through the game, so it's meant to challenge, but not to dominate. That's the job of the future bosses.

What about Case 17? I' ve always wondered what he'd be like as a boss.
Title: Re: Boss Design
Post by: DedlellyDeth on May 24, 2009, 08:22:13 PM
I told you, they're [MMO bosses] too easy to make crap.
For example, someone could post something like...

ARGNARGLERON THE DESTROYER!!!
Does BIG fire damage and can kill u in one hit sometime
slashes with cool ion gun thnig(like a kamyhamyha form dbz but its like an sword!!!)
when he is dieing he does tihs cool explosun and it cold kill u if your not a higher enough lvl!


Whereas in something like a platformer boss you have to exactly describe the trajectories of its actions etc.

If you really think you have a good MMO or FPS boss idea, you can post it, but please, no Argnargleron the Destroyers.
Title: Re: Boss Design
Post by: Prpl_Mage on May 24, 2009, 08:43:59 PM
I told you, they're [MMO bosses] too easy to make crap.
For example, someone could post something like...

ARGNARGLERON THE DESTROYER!!!
Does BIG fire damage and can kill u in one hit sometime
slashes with cool ion gun thnig(like a kamyhamyha form dbz but its like an sword!!!)
when he is dieing he does tihs cool explosun and it cold kill u if your not a higher enough lvl!


Whereas in something like a platformer boss you have to exactly describe the trajectories of its actions etc.

If you really think you have a good MMO or FPS boss idea, you can post it, but please, no Argnargleron the Destroyers.

So something along the lines of Zelda and shadow of the colossus then? Or a platformer of course.
Title: Re: Boss Design
Post by: DedlellyDeth on May 24, 2009, 08:54:45 PM
So something along the lines of Zelda and shadow of the colossus then? Or a platformer of course.

Yeah, that's fine. Any kind of boss battle design is acceptable to post, but those kind require more thought I think. You can't 9000 DAMAGE ZOMG, plus n00bs usually don't play those kind of games.
Title: Re: Boss Design
Post by: _JeT_ on May 24, 2009, 09:22:48 PM
Points to lucas for his monster. He said I could post it, so whatever. I may post something of my own evil creation later.

Alarshak:
Hp: High.
MP: Average.
Def: Above Average
Attack: Above Average
Magic: Above Average
Loads of exp
No money
No item

For attacks. Can scare enemies causing fear status which is like paralysis, and when fear status is on, it can feed on the fear and recovers its own health.
Physical attacks do 65% physical damage and 35% shadow damage.
Light attacks hurt him, dark attacks heal him, elemental does normal damage, resists to physical.
Its a very badass creature.
Title: Re: Boss Design
Post by: X_marks_the_ed on May 24, 2009, 10:22:54 PM
What about Case 17? I' ve always wondered what he'd be like as a boss.

In Control case, Case 17 is the "protagonist." (If you see it the way he does.)
Title: Re: Boss Design
Post by: Grandy on May 24, 2009, 11:15:56 PM
Okneoth

Hp - 1
Mp - 3
Def - 1
Spd - High
Atk - Extremelly high
Magic - A single spell that confuses everyone on party. 100% accuracy, costs 1 mp.

The catch is: if you kill him, you lose, and if he kills you, you lose. Can only be defeated if player survives for 10 turns. Confused characters may kill him, of course, thats why you'd invert magic to increase his dodge, decrease own speed, and  put everyone on own party to sleep or paralizis.
Title: Re: Boss Design
Post by: Myownpath on May 24, 2009, 11:26:05 PM
My god that would suck sooooooooooooooooooooooooooooooo much if you had to fight that thing quick anyone got reflect or something like that? I might just use that idea for an optional boss =P I'd have to ask permission first maybe....
Title: Re: Boss Design
Post by: fruckert on May 25, 2009, 03:43:03 AM
I would confuse damn near everybody if I posted some of the Splinter bosses
What?
You don't remember Splinter?
Too bad...
Title: Re: Boss Design
Post by: Grandy on May 25, 2009, 05:05:50 PM
My god that would suck sooooooooooooooooooooooooooooooo much if you had to fight that thing quick anyone got reflect or something like that? I might just use that idea for an optional boss =P I'd have to ask permission first maybe....

Feel free to use him, or at least his concept as a boss, not Okneoth himself. Okneoth happens to be one of my main characters, so... Just rename him and you may use.
Title: Re: Boss Design
Post by: Fisherson on May 25, 2009, 05:46:58 PM
Okay. I could spoil a boss from Warped since, if you've playing or watching the Action Game, you've already seen him anyway.

Darth Katan (Helmeted Version)
(http://i612.photobucket.com/albums/tt207/Davidstargazer/DarthKPreveiw.png)
Hp: High.
MP: High
Def: Slightly elevated
Attack: High
Magic: Above Average
Exp: Decent Exp
Medium amount of money
Item drop: Chain Saber Design plans

Attacks

Flurry of hatred:
Attacks twice spinning his chain-link light sabers. Deals normal damage. Turns on switch "Special skill" 75% chance of hitting the target.

Dark Storm: Preconditions: Switch "Special skill" is on.
Attacks with a furious barrage dealing heavy damage

Change stance "Defensive": Katarn takes up a defensive stance while his Hp is low which activates the switch "break time" Preconditions: HP is 50% or lower

Medi Kit: Preconditions: Switch "break time" is on: Uses a skill that restores Katarn's HP by 300 points and restores his MP by half.

Force Lighting: Deals "Force" and "Electrical" based damage to one foe. May paralyze. Super Effective against droids. MP cost 50

Change stance: "Rage" Increases Katarn's AGL And ATK by a heavy amount. MP cost 100


Title: Re: Boss Design
Post by: Prpl_Mage on May 25, 2009, 08:21:51 PM
Zelda twilight princess:

Marduk(why not?)

Beginning
To encounter Marduk the player must gather all the golden bugs.
After doing that he must return to the secret village and defeat all the Bokoblins without getting hurt and with nothing but the bow.
The old lady will give Link a pendant in Return.
You go back through the mirror into the twilight realm and use the pendant where Sol and Luna are. A portal will open and Link will swim off into the air.

The player regains control over Link and can choose to go back or walk through a large gate. When walking through the gate the player finds himself in a large round room with six stone pillars placed one the west and east side.
Marduk rises from his throne as Link enters and floats into the air while laughing mockingly.

Battle

Thunder form
Glides around through the air. All projectiles and items are reflected back at Link. Using jump attacks makes him dodge.
He fires a ball of lightning . Link must return the ball against small shiny objects in the ceiling. The ceiling tiles will fall down when hit by the ball. If Marduk gets hit by the tile he will appear stunned in mid-air. Link can now fire any kind of projectiles against him, he will get damaged 1-3 times but then return to fly.
To actually make any progress - the player must use his clawshot to grab onto Marduk.
While grabbed Marduk will be pulled down to the ground and start walking.

Fire form
While walking away from you, Marduk starts to fire pillars of fire against Link. The player must avoid the waves of flames as they move closer.
Firing bombs at him at this point will make him stagger for a few seconds and buy you some valuable hack n' slash time.
After hacking and slashing at Marduk for a combo or such Marduk will raise one arm. The player must then either use an action command to dodge the attack or raise the shield to get knocked back but not damaged.
Marduk will then turn the room upside down.

Gravity form
The player must use the Iron boots and then equip the ball and chain. Equipping the ball and chain without the boots will make the ball hit link when attempting to throw. The player can still use the boomerang and arrows against Marduk at this point but if you hit: He'll counter with a fire blast that deals some serious damage on poor link(also torches his shield).
After hitting Marduk with the ball and chain the player must insert a bunch of action commands as he and Marduk struggles to break the other with it.
If failed: you return to walking around with the iron boots.
If succes; Marduk gets crushed at curses at Link. The gravity fades and Link returns to the same level as Marduk and can start another round of spanking.
Marduk will begin to shine at this point and the player must run away as long as he can or equip the Hawkeye and Empty bottle.
The closer you are: the more damage you take. But swinging the empty bottle(with the hawkeye equipped) at the right time will reflect the damage on him.

Ice form
Marduk will now freeze the entire room and it'll get slippery. The player can equip the iron boots to avoid gliding into pits of spikes or use the spinning-thingy to get across faster.
Marduks starts by creating those annoying icicle monsters encountered in the game that bounces back and forth at first but then starts firing cones of ice against him.
Marduk will send a pile of icicles into the air and is vulnerable at this time. You can easily predict where they will hit with the help of their shadows.
Equip the lantern and slap Marduk across the face. He will tumble and fall and the ice will disappear. Use this as a time to chop away at him again.
He will rise once more and charge fire at his palm. The player must either use the boomerang to blow out the fire three times or use a bottle of lantern oil to avoid getting hit.
Marduk will now leap up and continue floating as in the first form once more and repeat the cycle until he've been damaged enough(2/3).

Second Phase.

Spirit Form

Marduk removes everything from the room and brings up a large spirit shield. He begins to fire small projectiles against Link while staying behind the shield.
The player must use the Slingshot to hit Marduks both arms, When one hand "dies" it falls down and won't fire. Link must "kill" both arms within a certain amount of time from each other or they'll recover.
As the arms die, grab the bow and fire an arrow(or bomb arrow) at Marduks head. Marduk will drop down to the floor for yet another round of woop ***.
Marduk will then draw power from around the room and creature a large statue to stomp link

Summon Form

Link must use the Bomblings to hit the core of the statue(or be pretty accurate or lucky with bombs). The statue will then crack into two smaller beings.
They will charge at you so use the rod of domination to take control of one of them. Then use the attack button to beat up the other statue with yours. Marduk will empower his robot after it falls and you have to press some action commands.
If successful The two statues will lock each others arms and push the other. Release the control of the statue and they will remain locked. Head for Marduk and slash away.

Melee form
Marduk's arms turn into blades as he moves forward. This battle is a lot like the battles against the armorless Darknuts only Marduk will attempt to freeze Link with spells. The Hyrule shield get heavy and slow Link down when hit by the cold so the wooden shield is better.
After getting enough hits on Marduk he will blow Link backwards and go back to the first part of the second Phase(spirit shield).

Death
Marduk falls down and compliments Link for his strength and wit. He then tells Link that it's dangerous to go outside and falls down dead.
The Player now receives the upgrade to the rod of domination which allows Link to control dead enemies.

The end.
Title: Re: Boss Design
Post by: DedlellyDeth on May 25, 2009, 10:39:00 PM
Oh my. A bit serious I see. Consider this as a final boss?
Title: Re: Boss Design
Post by: Prpl_Mage on May 25, 2009, 11:30:01 PM
Oh my. A bit serious I see. Consider this as a final boss?

Optional.
We can't have Legend of Zelda ending at the defeat of a cameo character can we? It's an optional boss made to piss players off and make that "3-heart no healing, no shield, ordon sword and zora tunic"-playthrough a lot more annoying.
So after defeating the boss(and actually have use of all those items along the way) you can head over to the final dungeon of the game and defeat Links bloody rival.
Title: Re: Boss Design
Post by: DedlellyDeth on May 25, 2009, 11:47:10 PM
Optional.
We can't have Legend of Zelda ending at the defeat of a cameo character can we? It's an optional boss made to piss players off and make that "3-heart no healing, no shield, ordon sword and zora tunic"-playthrough a lot more annoying.
So after defeating the boss(and actually have use of all those items along the way) you can head over to the final dungeon of the game and defeat Links bloody rival.

Final boss of a different game it could be used, methinks.
Title: Re: Boss Design
Post by: Prpl_Mage on May 26, 2009, 06:30:43 AM
Final boss of a different game it could be used, methinks.

But what about Link? Why aren't you people thinking about Link??