We have discussed some of the key gameplay we wanted to include in the appearance of the boss, ways of its attraction, and stages of the boss fight.
This week we majored focused for design, both concept art design and gameplay design.
Boss concept art for the boss fight.
Boss is a staging level itself
There will be two stages for our boss fight.
Guests would be able to jump, second jump, shoot, rush, dash
We have decided on some of the major format for the Boss Fight for the experience:
The boss fight view will be in 360 degree angle view, and it will be represents as a supercomputer/ AI robot/ that formed with different music parts. In the end, after the player defeats the boss, the boss will be turned into a normal music object.
The player will be able to hit the boss’s weak points, and its body will be falling into parts. There will also be mechanics that support players to beat the boss in the scene.
Two stages:
The boss’s weapon is both its means of delivering deadly attacks and its weakness.
- Sonic Attack: The boss uses the speakers located on its chest to unleash sound-based attacks. Shockwaves ripple across the ground in a rhythmic pattern, and players need to jump in synch with the beat to avoid them.
- Spinning Laser: The boss fires lasers from the stage lights (its eyes) on its body, rotating them in sync with the rhythm. Players must run in one direction following the beat to dodge the lasers.
- Dive Attack: The boss performs a powerful dive attack, crashing into the ground and creating debris that forms temporary cover for players. The debris will fall in synch with the beat. These makeshift barriers can be used to block the boss’s subsequent attacks or provide a strategic advantage.
After all the boss’s parts are destroyed in phase one, it reveals new body components.
- Rocket Punch: The boss launches rocket fists towards the player. After shooting the fists a certain number of times, they will bounce back and hit the boss, causing self-inflicted damage. Alternatively, the player can jump onto the fist, ride it back to the boss’s core, and deal damage to the core early.
- Drum Assault: The boss raises a set of drums located on the stage and begins rhythmically striking them. Players must dodge the strikes in time with the rhythm. Shadows will appear as a warning before the drumsticks fall, indicating the strike’s timing.
Some of the blockers we found for our experience are:
- Before 1/2, we would like to include the following in our scene:
- Boss
- Model
- Animation
- Actions
- Parkour
- Stage (fighting area)
- VFX
- Attack
- idle
- Music
Some VFX we were able to create
We were able to create some concert like VFXs to match the scene.
Some Tech side we explored is to add damage amplifier on beat
We still need to think of:
Damageable props
More feedbacks
Apply bullet hit VFX
Damage number on props