How the boss is going to attack
|
In our team, we have discussed a lot about the boss. My team chose the Aetherial design document, and the core part of it was that you were supposed to hunt a huge monster (the boss) and feel like a champion. Because of this, it is quite an important part for as the designer, to design the boss in such a way that it gives you the thrill of battle, but is still winnable.
To make it a challenge, I came up with an attack pattern, I discussed it with both the artist that is going to draw the boss and the programmer responsible for coding its movements and attacks. I wanted it to be able to move around the screen, for this, it needs to be agile and to make it a challenge it needs to be swift.
Why I wanted it to be able to move around the screen is because I wanted it to be able to force the player to constantly move around. One of my group members thought of a moray eel. We all agreed that it fit the description and the artist found it good to work with.
Currently, this is a quick sketch from the artist on the size and design of the boss.
So, my design choice for the attack was a lunge forward. The boss is going to be able to tilt his head in order to follow the player’s movement. The lunge forward is going to be in the same direction as the head is tilted. This allows the player to get constant feedback on where it could potentially lunge forward, but also give the boss an option to always be able to hit the player.
Because of this, we achieved a relatively simple attack that forces the player to move around giving it a challenge, but it is also balanced since the player will know which direction so they won’t become frustrated. This is just one attack of several we have in mind. But this one is the first one we have agreed on and it’s currently work in progress. |
