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Boss Fight Concepts Design the Boss Fights here.

#61 User is offline filmzombie 

Posted 19 January 2009 - 02:39 PM

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Not sure if this will be of any use or not. It was a concept I came up with a while back- only drawn it today though. Egg Vortex- annotated.


1- SIDE ASSAULT. MISSILE LAUNCHER.

Posted Image

Posted Image

2- LOWER ASSAULT. FIRE LAUNCHER.

Posted Image

Posted Image

3- UPPER ASSAULT. CLUSTER BOMB.

Posted Image

Posted Image

Posted Image

4- AFTER A FEW ASSAULTS. ROBOTNIK LEAVES HIMSELF OPEN.

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Egg Vortex may feel like a "large boss", but really its only because it hides within the tube arena. It isn't even that complex in its attack pattern. However, if you want to use it, feel free. I'm not sure which level its more suited to though.

#62 User is offline Ollie 

Posted 19 January 2009 - 02:43 PM

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That's not a bad idea actually, but I think that Robotnik should have some reason to go to the middle of the arena for Sonic's chance to attack, since looking from the screenshot it seems that he has a very limited chance of hitting him.

#63 User is offline Matwek 

Posted 19 January 2009 - 03:01 PM

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View Posttest-object, on Jan 19 2009, 07:35 PM, said:

View PostMatwek, on Jan 19 2009, 06:22 PM, said:

Personaly I would like to see the bosses more intergrated with the environment, I think its safe to say we're beyond 'robotnik has a new wepon attached to his ship'.


No we're not. That's what's missing. That's what this collab is all about: "A collaborative effort to create a new Sonic game based on classic design principles from the 16-bit Sonic era." :words:


When I say 'intergrated into the environment' I mean bosses that actually look and feel like they should be in the level they're in, they have a reason to be there.
Im not saying change the fundimental idea of a classic sonic boss just less of these bosses that have unrelated wepons, like why did the emerald hill boss have a drill? what perpose did it have. Yet a boss like the AIZ sub-boss, you saw it before you fight it, you see it burn the level, it has a precence in the overall scheme of things.

#64 User is offline filmzombie 

Posted 19 January 2009 - 03:21 PM

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Quote

That's not a bad idea actually, but I think that Robotnik should have some reason to go to the middle of the arena for Sonic's chance to attack, since looking from the screenshot it seems that he has a very limited chance of hitting him.


Are you referring to Robotnik or Sonic? If its Sonic, wll I personally like the idea of striking from underneeth. That way Robotnik would refrain from being that stupid to reveal himself entirely.

However, if you are talking about Robotniks attack- I guess the missile launcher could act as a second device for another assault, that way to keep the rising platform aspect still in game.

#65 User is offline BlackHole 

Posted 19 January 2009 - 03:23 PM

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View Posttest-object, on Jan 19 2009, 08:32 AM, said:

View PostVaiyt, on Jan 19 2009, 07:25 AM, said:

View PostBlackHole, on Jan 18 2009, 09:45 PM, said:

Panel 1: Nack lowers down in somesort of contraption.
Panel 2: He drops a missle which fires off upon either aligning with Knuckles or is very close to the ground.
Panel 3: Nack fires the second missle at Knuckles, who either will get hit by the missle or can glide out of the way
Panel 4: Nack leaves directly after the missles, and depending on if the missle was didged, will give the player the chance to hit him. If the missle hit, Nack will move quicker, so as to not be hit.
Final: After 7 Hits, Nack tries to reposition himself above Knuckles, and then drops down to hit Knuckles from above. You can either Spindash out the way, allowing the battle to continue, or hut Nack as he drops.

I like this idea. I even have a more specific suggestion to make.

Panel 3: if the first missile is fired along the ground, the second should be fired at Knuckles' max jump height, so the player has space to glide under it by cutting the jump with a glide or just doing a low jump (tapping the jump button).
If the first missile is aligned with Knuckles, the second should do the same. That way, the player can use any available maneuvers to get out of the way, avoiding cheap hits.
Nack could alternate between the two patters to keep the battle fresh.


^ This.

What zone do you want this boss in, Blackhole? :words:


I'm not really bothered, though the drills on the missles I made make me think of the underground zone. Perhaps there, or anywhere you feel it suits.

#66 User is offline Rokkan 

Posted 19 January 2009 - 06:22 PM

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View Postfilmzombie, on Jan 19 2009, 05:39 PM, said:

Not sure if this will be of any use or not. It was a concept I came up with a while back- only drawn it today though. Egg Vortex- annotated.


1- SIDE ASSAULT. MISSILE LAUNCHER.

(images that will make this quote larger)

2- LOWER ASSAULT. FIRE LAUNCHER.

(images that will make this quote larger)

3- UPPER ASSAULT. CLUSTER BOMB.

(images that will make this quote larger)

4- AFTER A FEW ASSAULTS. ROBOTNIK LEAVES HIMSELF OPEN.

(images that will make this quote larger)

Egg Vortex may feel like a "large boss", but really its only because it hides within the tube arena. It isn't even that complex in its attack pattern. However, if you want to use it, feel free. I'm not sure which level its more suited to though.

Fucking awesome concept, but I think he has too much different attacks for a boss. A flame-thrower, a missile launcher AND a spike cannon? Too much.

#67 User is offline filmzombie 

Posted 19 January 2009 - 06:45 PM

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Quote

Fucking awesome concept, but I think he has too much different attacks for a boss. A flame-thrower, a missile launcher AND a spike cannon? Too much.


hmm...possibly. Particulally from a programming perspective I gather. However, the only reason this is the case is because I had to make the attacks alternate depending on whichever pipe he emerges from.

The thing I thought that made this boss such a good idea was that he could come from any pipe at any time. Heck, how many bosses attack from all of these angles?


Although, bare in mind it isn't like he'll be attacking with all of these things at once. So from that perspective, its not really overkill. It would be minor waves to avoid.


But I agree...such a boss would need to fit in with a particular level. The only two I can see so far are City Zone or Underground Zone, and its not an incredible fit.

Do with it what you will.

#68 User is offline Phoenix 

Posted 19 January 2009 - 06:52 PM

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View PostInsanity, on Jan 18 2009, 10:47 PM, said:

View PostVaiyt, on Jan 18 2009, 11:43 PM, said:

My personal preference goes towards making bosses appear seamlessly at the end of a zone, like in the classic games. It just feels right and more dramatic. With a dedicated boss act, having a "surprise!" moment with a boss becomes worthless.

For challenges, we can just disable them.


Agreed. Look at my dragon- if it comes at the end of the Zone, it's a shock- you just seem to be going on when there's a wall in the way, and then OSHAT GIANT DRAGON.

If it had its own act, it'd be expected.


I know I posted the original idea, but it went way out of context with the first post. I agree, I don't want a seperate boss act (and Insanity's post is exactly the reason why). Here's the original idea:

In the first (and second if we're going with the three-act zone format, which I really want) act of the zone, Sonic will pass the signpost, the end-of-act screen will come up, then the camera will go to Sonic, he'll slow down, the midboss appears, battle ensues, after which the screen for the next act will appear. The final act of the zone, you'll always run right up to the boss and have to defeat it then blow up the egg prison before it ever counts as an act-complete. I definitely don't want a seperate boss act.

This post has been edited by Phoenix: 19 January 2009 - 06:54 PM

#69 User is offline Rokkan 

Posted 19 January 2009 - 07:14 PM

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View Postfilmzombie, on Jan 19 2009, 09:45 PM, said:

Quote

Fucking awesome concept, but I think he has too much different attacks for a boss. A flame-thrower, a missile launcher AND a spike cannon? Too much.


hmm...possibly. Particulally from a programming perspective I gather. However, the only reason this is the case is because I had to make the attacks alternate depending on whichever pipe he emerges from.

The thing I thought that made this boss such a good idea was that he could come from any pipe at any time. Heck, how many bosses attack from all of these angles?


Although, bare in mind it isn't like he'll be attacking with all of these things at once. So from that perspective, its not really overkill. It would be minor waves to avoid.


But I agree...such a boss would need to fit in with a particular level. The only two I can see so far are City Zone or Underground Zone, and its not an incredible fit.

Do with it what you will.


I'm not saying difficult-wise, but aesthetic-wise.
A boss needs to fit a particular level, as you said. And he fits a certain theme and restricts himself to it, sometimes, he doesn't, but his design is certainly restricted to the way he attacks Having all those different weaponry feels weird. For instance, instead of a spiked bomb, the missile launcher could just angle down to shoot another kind of missile so that then it would descend to shoot series of speedy missiles.
Also, I'm thinkin that he could have a submarine thematic.

#70 User is offline filmzombie 

Posted 19 January 2009 - 07:17 PM

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Quote

For instance, instead of a spiked bomb, the missile launcher could just angle down to shoot another kind of missile so that then it would descend to shoot series of speedy missiles.
Also, I'm thinkin that he could have a submarine thematic.


Never thought of that. That might work.


As for the aethetic- obviouselly that wasn't important. I am aware you guys will probably come up with your own egg-mobile art anyway.


Well, hope its useful.

#71 User is offline Rokkan 

Posted 19 January 2009 - 07:20 PM

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View Postfilmzombie, on Jan 19 2009, 10:17 PM, said:

As for the aethetic- obviouselly that wasn't important. I am aware you guys will probably come up with your own egg-mobile art anyway.


Yes, I know, I'm just throwing ideas as your boss doesn't follow any specific thematic.

EDIT: What the, I just said "another kind of missile" there? I meant a chasing missile.
This post has been edited by Rave: 19 January 2009 - 07:30 PM

#72 User is offline McGuirk 

Posted 19 January 2009 - 07:57 PM

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Alright, I have an idea for a boss for Underground Zone.

Sorry in advance for the large number of images.

Here we go:

Sonic enters boss arena and Robotnik drops down and starts pacing across the top of the stage akin to HCZ boss.
Posted Image


At this point, he begins being a typical bomb-dropping boss ala SLZ/CNZ/HCZ. The bombs explode and scatter little fireballs.

Posted Image
Posted Image


After 3-4 bomb drops, he'll stop and slam down into the ground trying to impale/crush Sonic. If Sonic is able to dodge, Robotnik will get stuck in the ground for a moment where sonic can attack (ala SYZ).

Posted Image
Posted Image


After 3 hits, Robotnik will rise to the top of the level and drill through the ceiling, exiting the area, presumably fleeing.
Posted Image


Then, the player hears drilling and the level starts to shake and rumble, then water starts pouring out of the hole in the ceiling.
Posted Image


Robotnik returns to the flooded arena, now having exchanged his side-drills for propellers.
Posted Image


Robotnik then moves up and down on the side of the arena for a few seconds (this is his vulverable point), then stops at Sonic's Y location. He then lunges forward at unpleasant speed attempting to drill sonic.
Posted Image


Robotnik, after reaching the other side after dashing, will return to the top of the level, and continue his bombing ritual, returning to the lower parts of the level to lunge after 3-4 bomb drops.

At this point, the fight is more or less like it was before it flooded, except Robotnik lunges from the side instead of dropping down. However, the difficulty has increased as the Sonic and the falling bombs both move slower, but Robotnik still maintains full speed because of his propellers.
Posted Image


But McGuirk, how does Sonic get air?

The bombs! This will add a fair amount of difficulty, as Sonic not only has to dodge the fireballs, but also has to get back to the center in time to get an air bubble. If this is deemed too difficult, instead of producing 1 bubble, the bombs could crack the floor and cause one of those little bubble dispenseing air leaks from the water levels to appear. If this was the case, the bubble leak would persist until another bomb was dropped.
Posted Image


As for what happens after 6 hits, I have yet to come up with any particularly good ideas.

Now for Audience Participation!

Constructive Criticism begins now! But be gentle:P

#73 User is offline filmzombie 

Posted 19 January 2009 - 08:07 PM

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at first I was unimpressed at the way it just seemed to be a remake of Marble Garden...


...but I like it. This way also- Robotnik's weakness is Sonic's ability to obtain air. The scientist seems to have genuinelly thought about this trap. Excellent.

(of course Robotnik would need a glass bubble dome to allow himself some air as well...for whoever designs the final of this)

#74 User is offline The Pulse 

Posted 19 January 2009 - 08:55 PM

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I happened to draw up a little boss creation of my own. No fancy hoaxes or the like; just a simple concept chart.

A chart for a little number I like to call EGG INERTIA.

Egg Inertia: The Pit and the Pendulum

The boss begins with Sonic entering a sort of room that seems empty. But then, the ground gives way to the trench that you will be fighting in for the boss. And wouldn't you know it, ol' Egghead is right above you! So, you try to spindash up the slope, up the wall, and angle your jump to hit him...

Congratulations! You've defeated the Egg-- okay, I'm kidding, It'll hurt you if you try to attack him directly. So, what will you do? Eggman, while you're confused at what you're supposed to do, lowers a large, swinging hammer with spikes on the sides to attack you. But, it seems as if the top of the hammer is harmless...

So, what you have to do in this fight is jump on the hammer, then spindash. This will cause the hammer to pull back as you charge the dash. Release it at the peak of it's axis, and the hammer swings into the opposite wall, weakening the support beams to Eggman's cockpit. You then drop down to the bottom, and repeat the process. Once you 'hammer away' at the supports enough times, you'll have defeated it. Sounds simple enough, right?

Well, the problem is that Eggman starts to get wary of you're schpeal after the first hit. Each time you strike the support beams, the hammer will retract a little more. This means you'll have to run up the slopes and time your jumps accordingly in order to defeat this thing.

And once you do, the cockpit will humorously fall into the trench with you, completely helpless and unable to revert to the escape pod until you hit the glass top.

Aaaaaaaand, that's about it for the Egg Inertia. Tell me what you think.

EDIT: Lol, I should have known better then to have trusted imageshack. :(

EDIT2: Fixed, switched it to imagehost.
This post has been edited by The Pulse: 19 January 2009 - 09:23 PM

#75 User is offline filmzombie 

Posted 19 January 2009 - 08:58 PM

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try placing the link in an image, as it stands im only viewing imageshack's homepage.

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