Thursday 6 October 2016

Level Design Part 2 - Prototype Boss Plan

Scott rogers book Level Up has a great template I plan on using to base out this 1st boss. For this 1st boss I want to use all the mechanics the player has learnt during the course of the level in some way. This encourages players to learn how to use each element so more complex bosses can be introduced later.

(Just for reference bullets cannot be shot down but bombs can)

Boss Name: The adjudicator

Description: A giant AI skull integrated into the wall that blocks access to Concord City. It has several weapons at its disposal. It will animate in a very janky and robot way.

Required Animations:


  • Wake up (Intro)
  • Idle
  • Exposed Laser fire Upper
  • Exposed Laser fire Middle 
  • Exposed Laser fire Lower
  • Move rocket launchers into view for firing
  • Replace mounted turret
  • Death

Movement Patterns: 
  • Static location
  • Skull moves around to look at players location

Attack Descriptions:
  • Eyes charge up with a particle glow and then fire several bullets towards the players current location. This is the basic attack that happens whilst everything else is on cool-down
  • Every 10 seconds the skull will open exposing a main laser and the vulnerable brain, the head will then move to the height location the player is currently in (low, medium or high). After a 3 second charge it will fire a laser down the lane the player was in 3 seconds ago.
  • After 20 seconds a random turret will spawn at the top  rail (3 different variants) on death they award a chunk of damage and possible power up. 20 seconds after death they are replaced randomly.
  • Missiles will be fired into the air every 10-30 seconds. These missiles will then rain down on the playable area for the player to dodge or shoot.

Defeated by: Has a set amount of health the player must go through. Destroying the turret deals 5% health and hitting the brain does five times damage.

Damage Description: 
  • Attacking in general will do little damage but it can be defeated without hitting weak spots.
  • Hitting the brain is the key way of killing this boss.
  • Destroying the turrets is the alternate way of killing this boss.

Particle Effects:
  • Laser charge
  • Laser Fire
  • Missile Smoke
  • Death explosions
  • Brain juice impacts

Projectiles:
  • Red Bullet
  • Slow moving missles
  • Homing rockets
  • Giant Laser
  • Small Lasers

HUD Elements: Targeting reticle for eye lasers

Sound Effects:
  • Laugh
  • Laser effects
  • Missile explosions
  • Charging sounds
  • Mechanical 

Arena: The arena is mostly usable by the player with about 20% taken up by the boss. In the player area there will be sets of platforms that the player can jump onto to dodge the main lasers or hide underneath to hide from regular projectiles. Missiles will destroy parts of these platforms and if not shot down will eventually level all the platforms, making it much harder for the player to dodge everything.

Rewards: Unlocks access to the next level, gives the player a laser module for use at a later stage and awards a lot of scrap.

Fight Music: Remain - Ad Astra

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