Designing, Boss numbero uno: The Moray

 

The locked screen in the selfish game was a big problem for our group. It leads us to focus on the wave pattern of the enemy since they brought the only challenges in the game. We then came up with the idea of a boss that works pretty much like snake. with a slight pre-warning the boss swim across the screen in a specific pattern and the remain there for a period, blocking the player from accessing certain parts of the map. The boss allowed us to terraform the map to our liking. We decided that this boss isn’t a pure boss level but can show up at any time and you only see its body. Leading up to the eventually last fight with the morays head

 

When it came to the first boss design we thought that the game looked to generic, without any unique our interesting game mechanics. Being limited to the locked screen put us in a position where we couldn’t terraform the map to our liking. By designing the moray boss we now have an option of changing the player’s movement pattern and therefore bring new challenges to the player.

Using the bosses that the selfish game concept provided could have worked but still we felt that it has already been done countless times.

 

On a meeting some members of the group brought up that the game felt to generic. We solved it with having a brainstorming session with the sole purpose of designing new mechanics. After some ideas, we agreed on the moray, the next meeting we had we spent a could time designing the boss and how it would work. To get everyone on the same page we drew all our ideas on the whiteboard and played with magnets to get the feeling of movement the challenges would bring. We still have some questions to answer like what happens if the player touch the moray or what if an enemy does? We decided that this was to be decided thru playtesting and just wrote down that nothing happens to the player for the moment. Without having the moray implemented into the game yet the result is hard to predict. I personally strongly believe it’s a good mechanic that will bring a good and challenging experience to the player.

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About Karl Wallsten

2016 Project Management