From ba19ae66e47aba592da468bb09010b297e157246 Mon Sep 17 00:00:00 2001 From: Kayne Ruse Date: Mon, 8 Jul 2013 17:40:06 +1000 Subject: [PATCH] Added the post about boss fights --- Notes.md | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) diff --git a/Notes.md b/Notes.md index 8aee072..66a8ae0 100644 --- a/Notes.md +++ b/Notes.md @@ -50,3 +50,21 @@ Unless you had an ice crystal to draw magic from, which makes up for the lack of source: http://www.gamasutra.com/blogs/EvanJones/20130701/195361/Fewer_Options_More_Meaningful_Choices.php Compare the tension created by this dynamic to that of the lack of drama inherent in the item system of most Final Fantasy titles. In those games, characters can suffer from a variety of status impairments that last for many battles (poison, blindness, silence, etc.) Each ailment has its own respective curative item that can cure no other ailments. Because the player is not limited by inventory space, she can always carry a wide selection of curative items at all times. Status ailments never feel particularly threatening: removing them is simply a chore to be dealt with rather than an interesting decision to be made. This also reduces the impact of items that can cure any ailment - why should a player be excited to gain access to these panaceas when she’s always had the ability to easily cure any ailment? The choice of what items to bring is rendered unimportant by the large amount of available inventory space. + + + + +So I'm thinking about Boss Battles for the game. The game will have a drop in-drop out battle system, where if at least one person is still fighting the battle continues, but the people who drop out usually give something up in return (i.e. no exp, lose exp or gold, etc.) This will make permadeath easier on the players. + +Anyway, for Boss battles, I want to encourage several people to take on a boss at once. one way to do this is to make the boss super strong, but I don't really want to rely on that. Another idea was to have several "minion" creatures that the boss uses. + +i.e. You're fighting the Frog King, who summons four Frog Knights at the beginning of the battle. Every time a Frog Knight dies, a new one is summoned, so you're never fighting less than five creatures at once. The battle ends when the Frog King is dead, but the king never attacks you directly, instead summoning new Frog Knights, as well as healing and buffing the knights already on the field. + +To defeat the Frog King, you can't just focus on him, since letting the Frog Knights attack you will almost always result in your death. So to defeat the knights and the king, the best strategy is to stun, incapacitate or draw the attention of the knights to other players, while one person attacks the king directly. + +Now, although this would take a lot of mid level players to bring down, I could scale the number of knights being summoned in addition to the stats of the creatures for when there's only one or two players in the fight. With the drop in-drop out mechanic, I can scale the combat to match the number of players as well. + +Anyway, this is ages away. I just wish development could go faster than it is right now. Making a video game is hard work, doubly so when you're doing it solo. + +P.S. I need to add this post to the GDD. +