- Sounds: The boss will taunt when attacking, scream when hit, and randomly give random words
- Counterattack by Evading: Reflects projectiles in mirrors, or maybe bring wooden trunks down hitting whoever was below. This being used with the boss' projectiles against itself.
- Ground Traps: You should lure the boss to ground traps to help killing it.
How about em?
The last two had been touched on in this thread earlier some how, but the sounds, now thats somthing I have always liked. Changing up the bossfight and making it harder, by not only making the players focus and analyze the graphical elements, but also listening for audio ques. Fantastic one Happy.
Alright, I am going to post an idea up.
I have always been a fan of making simple things connected or reappear. I always thought players get an enjoyment (at least I do) out of seeing a character or boss they saw before, reconnected or make a second appearance further up in the game-progress. I just thought it was the coolest things when games did that. So, how about you do something cool like that for the players pleasure, and then take advantage of the fact that the player has seen it before. For example, a player fights a boss early on (maybe one of the first two or three). When that boss is defeated, he leaves such as trace of epicness and him being a bad-ass that players not only get a feeling of accomplishment but also a small feeling of sadness, as you would when a good experience ends. Then farther up in the storyline, perhaps the second to last or final dungeons or series of bosses, you have him brought back. The players start talking to themselves with a grin across there face when they see him make an appearance and they say stuff like “Oh shi-, no frikkin way, oh my god,” because they are all happy and are getting the thrill of the epicness to see them again. The first phase, would seem exactly like the boss was at the beginning, using the same ability series. They access their memory to remember how to beat that boss, performing the exact same motions to dodge their attacks. However this time around, the places that you used to dodge before and were safe places, are now actually deathtraps. Bam, you just totally knocked them off their rhythm and fcked them up, they would have either realized their mistake too late, or at least you would have shaken them up a bit. Then, phases 2,3,4 and so on would be revamped phases, and totally newer than what his previous abilities were.
A second idea I wanted to write up on the drawing board is playing off something I read in the earlier areas of this thread.
As I said, I like connecting pieces from the RPG as well as screwing with the players mind. So, how about we let the players set the stage for the boss fight based on their game-play style. For example, you are fighting in a dungeon (undead, demonic, or whatever). You are sent in based on this one quest to kill the final boss in this dungeon, necromancer, slave driver, whatever you feel like. Yet, throughout this dungeon, there are random quests. Some may seem totally useless, with rewards hardly worth mentioning, such as a broken arrow. Some may provoke an emotional response, like to slaughter all the prisoners, and their begging you to let them free and not to kill them. A player who is very objective and just wants to get his task done will skip over the quests that don’t seem to benefit him. A player who gets attached to his character and likes to interact with the environment will refuse to slaughter the prisoners. However, all of these quests somehow change the course of the boss fight. One useless quest might have been to find a book in a library, which would end up leading you to find a tome that contains a spell to absorb the boss ultimate. Another may have been to retrieve a keepsake from an abandoned room, and you end up stumbling upon a secret passage that reveals a generator to the bosses 50% damage reduction shield. The prisoners that they let live may end up adding an event to the boss fight, where they stumble into the boss fight room and they end up getting ripped apart, then turned into demons. Because you didn’t slaughter them in the first place, you now have a massive minion infestation to deal with. This could all help to make a more interesting boss fight.
Haha, and yeah Vosty, I didn’t just come here to post this thread and then fade away into the shadows.
~Asomath