03-17-2010, 06:01 AM
[I think there's no topic like this, if there is, close/merge with the other topic]
[If this is a wrong section, please move to the correct section of the forum, this is about discussion, and possible serve as an idea giver]
I've been playing a couple of RPG games, XP and VX, I reach the high point of the game, boss battles, and so far, it seems seriously bland, in certain games, their just overpowered, and lack variety of skill that gives a challenge.
I want to make a thread dedicated to giving ideas about boss battles, and so far, I came up with certain theories, but I don't know, that's just me.
Anyways, here's my idea, and theories.
~Shapeshifters (Theory), trying to implement this in my game, pretty much a boss that change into the same being, with the same HP and SP, as well as status effect, into another enemy with the same graphic possibly, just difference in skills, element and resistance
~Clone and Mix (Theory), another idea in the making, this kind of bosses, makes a same copy, with reduced statistic (PDEF/MDEF remains the same), however, this is what I'm trying to do, the main/real boss itself, changed position of the graphic, for example, at the start of the fight, the boss is in the middle, then it makes a copy of itself, then the middle turns into a dummy, and the real boss change to the left, if the real boss is dead, then the fight is over, even if the clone is out there. I'm planing on using some events, variables and such to make this happen, but I'm not up to this phase yet. Just a theory I'm coming up with (Need a way to prevent players from farming Gold/Exp from it though).
~Core, as seen in a boring game, Lucid Awakening (Though in the end, it seems a bit abused in my book, play it and you see what I mean), a boss have parts of it, 2 hands and a body, killing the body kills everything, the hands just there to annoy/distract you. Kind of easy to add in a game. (I believe there's a tutorial around here for this)
~Spawning Minions, obviously, the boss spawn little turds in the fight. As usual, nothing fancy.
~Armor, a huge armor protecting the sensitive core. (Think RE4 Salazar battle, shoot the eye long enough and the creepy kid will come out, that's his weak spot, then it closes again, and you have to hurt the eye again.) Possibly another theory. Might work on it soon.
~Elemental shifter, I have a boss that constantly changes element, with 1 weakness, 1 null, 2 drains and 2 reflect, Dark and Light element are reflected as well or drained. Players need to utilize actors with elemental skillset, some of my actors have some element, but not all, and some don't have at all, all normal/neutral attack are reflected
And here's what I been using for bosses skills as an added challenge.
~Certain bosses have iDs (Instant Death Skills, a term in my game), however, to prevent "Broken" or unfairness, iDs only targets one
~Turn Sensitive Skills, at some point, if a boss battle continues on for a very long time, a skill may become seriously dangerous.
~Super Buff, a skill that boost overall performance, rather then a skill that focus on all statistic, better with one skill that boost most/all of them, so aggressive bosses can quickly continue the assault.
~Muddle (A term used in Shin Megami Tensei, Just borrowing the word), inflicts a series of status condition, from Mute, Stun and Poison, possibly more then that.
~Health Percentage Damage Skills, directly damage a percent of health, keeps the constant healer players on their toes.
~SP Damage Skills, hurts the SP, may cause some good challenge to the players
~Multiple Damage, as seen in rmxv I believe, with a cool animation, these kind of skills are potentially deadly, each skills has a cph (Combo Per Hit), meaning how many times it will hit the target.
So, what kind of crazy and wacky ideas you guys have for your boss battle?
(Btw, you can take my ideas here, hope you got something or resources to utilize them)
[If this is a wrong section, please move to the correct section of the forum, this is about discussion, and possible serve as an idea giver]
I've been playing a couple of RPG games, XP and VX, I reach the high point of the game, boss battles, and so far, it seems seriously bland, in certain games, their just overpowered, and lack variety of skill that gives a challenge.
I want to make a thread dedicated to giving ideas about boss battles, and so far, I came up with certain theories, but I don't know, that's just me.
Anyways, here's my idea, and theories.
~Shapeshifters (Theory), trying to implement this in my game, pretty much a boss that change into the same being, with the same HP and SP, as well as status effect, into another enemy with the same graphic possibly, just difference in skills, element and resistance
~Clone and Mix (Theory), another idea in the making, this kind of bosses, makes a same copy, with reduced statistic (PDEF/MDEF remains the same), however, this is what I'm trying to do, the main/real boss itself, changed position of the graphic, for example, at the start of the fight, the boss is in the middle, then it makes a copy of itself, then the middle turns into a dummy, and the real boss change to the left, if the real boss is dead, then the fight is over, even if the clone is out there. I'm planing on using some events, variables and such to make this happen, but I'm not up to this phase yet. Just a theory I'm coming up with (Need a way to prevent players from farming Gold/Exp from it though).
~Core, as seen in a boring game, Lucid Awakening (Though in the end, it seems a bit abused in my book, play it and you see what I mean), a boss have parts of it, 2 hands and a body, killing the body kills everything, the hands just there to annoy/distract you. Kind of easy to add in a game. (I believe there's a tutorial around here for this)
~Spawning Minions, obviously, the boss spawn little turds in the fight. As usual, nothing fancy.
~Armor, a huge armor protecting the sensitive core. (Think RE4 Salazar battle, shoot the eye long enough and the creepy kid will come out, that's his weak spot, then it closes again, and you have to hurt the eye again.) Possibly another theory. Might work on it soon.
~Elemental shifter, I have a boss that constantly changes element, with 1 weakness, 1 null, 2 drains and 2 reflect, Dark and Light element are reflected as well or drained. Players need to utilize actors with elemental skillset, some of my actors have some element, but not all, and some don't have at all, all normal/neutral attack are reflected
And here's what I been using for bosses skills as an added challenge.
~Certain bosses have iDs (Instant Death Skills, a term in my game), however, to prevent "Broken" or unfairness, iDs only targets one
~Turn Sensitive Skills, at some point, if a boss battle continues on for a very long time, a skill may become seriously dangerous.
~Super Buff, a skill that boost overall performance, rather then a skill that focus on all statistic, better with one skill that boost most/all of them, so aggressive bosses can quickly continue the assault.
~Muddle (A term used in Shin Megami Tensei, Just borrowing the word), inflicts a series of status condition, from Mute, Stun and Poison, possibly more then that.
~Health Percentage Damage Skills, directly damage a percent of health, keeps the constant healer players on their toes.
~SP Damage Skills, hurts the SP, may cause some good challenge to the players
~Multiple Damage, as seen in rmxv I believe, with a cool animation, these kind of skills are potentially deadly, each skills has a cph (Combo Per Hit), meaning how many times it will hit the target.
So, what kind of crazy and wacky ideas you guys have for your boss battle?
(Btw, you can take my ideas here, hope you got something or resources to utilize them)