[project1dev] Re: cavemap boss fight cave in

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 26 Apr 2009 18:49:01 -0700

That sounds pretty cool Chris. We decided to start with something simple,
boss sits there, player approaches boss, after boss fight cave in occurs. We
will make it cooler as future features are added into the game.

I think areas of the game should be able to be returned to with new stuff
(enemies, items, pathways). I feel like it adds extra depth and familiarity
to new and old zones.

On Sat, Apr 25, 2009 at 2:17 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> 1 and 2 both sound so good, it's hard to choose between them :)  Which
> is why I suggest a combo of them that would be a 3:
> 3) You approach what seems like a good path, and the boss ambushes you
> from one of the walls, which then triggers the fight.  In the fight
> the boss will convey how much he wants to destroy you (a little
> pre-fight pump up for the player), then you do the boss fight.  After
> you win, you can see that where you were going is blocked off by the
> cave in that he caused when he rushed through, and this will either
> block where you were going or where you came from, or both (what you
> guys think is best) - and you can proceed through where the boss came
> from to finish the cave, while the timered shaking gets very intense.
> A nice little hectic music track would play to convey the urgency, and
> this is where we could play with the timer thing Kent was talking
> about.
> Also, what else I liked that you said was the "for now" part.  It
> would be very neat to give the player a way to clear the rocks later
> on in the story, to come back and find something cool (treasure,
> skill, miniboss, etc).  It's especially good to include something like
> this in the very first dungeon, so it sets a precedent with the player
> telling them to explore, and play with things later.
> On Fri, Apr 24, 2009 at 9:40 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> > Alan and I have been discussing how the fight with the boss at the end of
> > the cave should take place. So far we have decided that there will be a
> cave
> > in that causes the player to exit through an alternate route. The
> question
> > is what causes this cave in.
> >
> > 1) The boss is sitting in the room. you approach the boss and defeat
> him.The
> > boss causes the cave in after you defeat him by running through a wall
> and
> > creating a new path somewhere that gets blocked in for now. Hinting at a
> > hidden path that is available to you in the future. The player then must
> > find an alternate route out and can not follow the boss.
> >
> > 2) You enter an empty the boss ambushes you through a wall. Game cuts to
> > battle where you see the cave in in the back the background. Defeating
> the
> > boss returns you to the game where the wall has already caved in blocking
> > the previous path and revealing the above
> >
> > 3) Anything else you can think of
> >
> > We will also have the cave shake (camera rock around periodically as you
> > approach the boss) the closer you get to the boss the more intense the
> > camera shaking is. with the maximum amount of shaking occurring during
> the
> > cave in itself.
> >
> > What do you guys think?
> >

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