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Boss Fight Concepts Design the Boss Fights here.

#31 User is offline test-object 

Posted 18 January 2009 - 06:12 AM

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This boss character I like. I also like the heavy rainstorm idea. Don't worry about the Rainforest Ruins though, my boss could easily be replaced with a robot and go through like a mid-boss.

(Also, moved the boss list to the first post)
This post has been edited by test-object: 18 January 2009 - 01:06 PM

#32 User is offline STHX 

Posted 18 January 2009 - 06:33 AM

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Posted this some times ago. This version is a little outdated, and some changes where done since last time (Badnik monitor=>Walking Timed Bomb Monitor is the most noticeable), but since this topic is for boss battle concepts, I'll post it here again:
QUOTE (STHX @ Nov 22 2008, 12:44 AM) [post="248650"]Posted Image
Posted Image
Posted Image
Posted Image[/quote] (If someone wants to take a look at the original post, click the link in the quote)

I think this is the best candidate for the first mid-boss, and I also explained why in the original post (in little: Its easy, its simple, if the player already passed a true signpost it will never fall in this trick, but the thing changes if this boss is the first signpost you meet).


If anyone wants to edit it, feel free to do it. This is a community project after all.

#33 User is offline Ell678 

Posted 18 January 2009 - 07:38 AM

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I really like the signpost idea. Not sure about having it as the first midboss though - it would be a totally different idea in contrast to, say, S3K where an actual machine attacks, where this time you don't see it initially. But then it would fit later on for the same purposes, breaking the precedent.

#34 User is offline Polygon Jim 

Posted 18 January 2009 - 11:24 AM

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I don't think it should be the first one.

Maybe on the second or 3rd level. Then you wouldn't even see it coming, because you already passed a signpost in the other levels, so you wouldn't think anything of it.

#35 User is offline Ollie 

Posted 18 January 2009 - 11:56 AM

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Yeah, it's an awesome idea and I've always liked it, I think it is best placed further down the game, therefore people get used to proceeding through the level normally.

#36 User is offline STHX 

Posted 18 January 2009 - 12:01 PM

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QUOTE (Ell678 @ Jan 18 2009, 03:38 PM) [post="269582"]Posted Image

Third post in this topic (Trickpost doesn't count because it was already posted). This boss is more gimmick than the usual.

0 - Sonic reaches the end of the Circus/Amusement Park Zone, and goes on a rollercoaster, but as soon as he rides it the boss battle begins. The boss has a train like appearance, and each car has a specific weapon. Eggman is the one driving it. Sonic must move trough the cars and hit Eggman in the last one, and then repeat, but how can he do this? One is to quickly move from one car to another avoiding their weapons...
1 - Another way is to hit a car. When Sonic hits a car, it will deactivate for a certain amounts of seconds (turns upside down). Sonic can walk over a car any time, but if he hits one of them, he will not risk getting hurt.
2 - In any way, Sonic must move to the last car and hit Eggman to score a hit. However the rollercoaster is moving in the process, so Sonic will move slower (and don't forget the track can have some surprises too, like a sudden gap)
3 - Each car is different than another. There is one with bumbers, another with spikes, one that shots energy balls, another that shoots lasers or fire, and so on. But, as I said in a previous post, a boss must be hard. but not impossible. There will always be a way to avoid the attack of a car, and if Sonic is fast enough he can jump over more than one car at time to reach in less time Eggman. And don't forget Sonic can still walk over a car, even if it is still active, but he must be quyck, or the car will attack him (well, the bumper one no, but it is the only exception)

-When this boss is hit 6 times, he will...
Actually, considering the nature of this boss, I don't even think it should take the usual amounts of 8 hits to be destroyed. Maybe only 4 or 5 hits. However after each hit, a new car is added, and the other cars change their position.

-The Zone most fitting?
Obviously, Circus Zone.

#37 User is offline JakeyBoy 

Posted 18 January 2009 - 12:10 PM

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View PostSTHX, on Jan 18 2009, 05:01 PM, said:

Hmm... The reason why I suggested it for the first midboss is not to trick Sonic, but to trick the player.
I'll explain: What is the main difference between the fake capsule and Trickpost? The fact that Flying Battery was full of fake capsules, and the last one was the boss. But you can't fill a stage of signposts, because they mark the end of the Act.
Okay, but what this means? Think about it. If this game is going to have midbosses, then the signposts will appear only after the player defeats a midboss.
So why the trickpost must be the first midboss? Because, if the player already defeated another midboss before (example: in another Zone), then it will immediately notice there is something wrong with a stand alone signpost (since they should appear only when a midboss is defeated). But if the player doesn't know this thing. Any player who start this game for the first time doesn't know if the game will or will not have midbosses, because, as far as he knows, the game could be structured like Sonic 1/2/CD/Chaotix.
Imagine the scene: The player reaches the end of the first Act, sees a signpost and passes it. The signpost spins, Sonic leaves the boundaries, and the signpost stops (now if it even plays a fake victory music, maybe even the exact one from Sonic 1, then it is 10 times cooler). The player thinks that he/she finished the stage, but suddenly the signpost sparks and its true nature is revealed. And the battle starts.
The player is the one who got tricked into thinking he/she finished the stage, and this effect can be reached only if no other signposts appeared before the fake one. Besides, who would ever tought that the very first signpost would have been fake?

I personally agree with it being the first boss. Doesn't look incredibly hard, etc. But the only problem with your reason is that in FBZ the midboss is on act 1, where you don't expect to see a capsule. I suppose to an extent the player may believe it is another ring/enemy capsule, but even on my first try I found it suspicious.

Also, your boss looks very cool, though I'm torn to wether it looks too tricky or too easy. May take some skill, but after a few try's it could be a breeze, I think.

#38 User is offline STHX 

Posted 18 January 2009 - 12:13 PM

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View PostJakeyBoy, on Jan 18 2009, 08:10 PM, said:

Also, your boss looks very cool, though I'm torn to wether it looks too tricky or too easy. May take some skill, but after a few try's it could be a breeze, I think.

That's why I also suggested that, as an exception to other bosses, it may need less than 8 hits to defeat.

#39 User is offline Galaxia 

Posted 18 January 2009 - 12:25 PM

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I think that rollercoaster idea seems way too hard and cumbersome for a Sonic game personally. Unless it was like a final boss, but then I doubt it'd fit into the mold...

And while I'm here, I might as well repost this from a different thread:

QUOTE (Galaxia @ Nov 16 2008, 02:39 PM) [post="246340"]Posted Image

#40 User is offline test-object 

Posted 18 January 2009 - 12:48 PM

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I am of a certain opinion the signpost is NOT to be the first midboss. The shock effect will not dissappear if it is in, say, the casino zone.
Also, keep in mind that people who did not grow up with Sonic, but are willing to give it a try will become confused.

I am interested in how the rollercoaster idea can evolve :(

May I remember you all that a boss battle is not obliged to be something huge. Please get more basic like the previous Sonics were. For example, I am not fond of your idea, Galaxia. Think smaller, or the final boss will lose its dramatic effect.

#41 User is offline Ell678 

Posted 18 January 2009 - 12:54 PM

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The 'running bosses' is something I always liked in Rivals / Unleashed. The problem is though, they get overused in them games and if you are taking a while, running around a circuit can feel very repetitive. If there was a running boss, make it just one.

#42 User is offline Phoenix 

Posted 18 January 2009 - 02:21 PM

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QUOTE (STHX @ Nov 22 2008, 12:25 PM) [post="248839"]Posted Image[/quote]

I love that picture. Also, to increase the level of surprise, and even in the first level (even for people who have been playing 2d sonic games for years), have the signpost come before the miniboss every level. Right after passing the signpost and getting the SONIC got through Act -- screen, the camera would go up to Sonic, still running, of course, then he would slow down, and the midboss would appear (there would be rings in the battlefield). After that, it would show the act 2 screen. For the case of the signpost, Sonic would pass it, the act complete screen would appear, and then the screen on the signpost would switch to Robotnik laughing or something else that was discussed after the original post. It would start spinning, then fly to catch up to Sonic.

#43 User is offline Blue Cheese 

Posted 18 January 2009 - 03:47 PM

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The thing about the Signpost being first is that is is obviously supposed to be a trick for the player. Otherwise it would look like a signpost at all. If it comes before AAALL other instances of a real signpost it would be like "um..ok?"
But if it's on the second or third level the player will buzz past it and be like "wah?" when it keeps spinning, then opens its eyes. The lack of a boss before the post wouldn't be all that jarring if there was a pretty difficult sequence or frantic chase preceding.

But even then, Sonic games are known for mixing up the formula. 3 Acts in Metropolis, fake prisons in Flying Battery... It's not like a person's entire world would be turned upside down if they ran into a sign post without fighting a boss first.

At most they'd have enough time to go "Hmm. Wonder why I didn't have to fight a b...oh"

#44 User is offline Phoenix 

Posted 18 January 2009 - 03:55 PM

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Something I just noticed about the method of getting to a miniboss that I suggested: You couldn't really have a special stage opening based at the end of a level. Although, if it were a giant ring, you could possibly have a cutscene after the ss where he jumps out of some sort of warp.

#45 User is offline Chimpo 

Posted 18 January 2009 - 04:41 PM

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View PostPhoenix, on Jan 18 2009, 12:55 PM, said:

Something I just noticed about the method of getting to a miniboss that I suggested: You couldn't really have a special stage opening based at the end of a level. Although, if it were a giant ring, you could possibly have a cutscene after the ss where he jumps out of some sort of warp.


Sonic 2 and Sonic 3 pretty much solved that though. Have the extra stages be obtained elsewhere.

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