Boss Fight Concepts

Discussion in 'Project: Sonic Retro (Archive)' started by test-object, Jan 16, 2009.

  1. Jof

    Jof

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    Sa1 did it only with 3 bosses (Egg Hornet, Chaos 4 and Chaos 6 (Which played differently with Big anyway)).
    I dunno, I feel it'd be a nice little progression for the series, but if it's too much, that's fine.

    EDIT: Another thing is, absolutely none of the classic bosses took advantage of each characters abilities, they were all based on Sonic. I realise that's our plans for the final bosses, but why leave it at that ?

    If having Nack and Metal as regular bosses is too much, at least have Eggman react differently to what character he faces.
     
  2. Phoenix

    Phoenix

    Has really been far even as decided to use even go Member
    That's perfect. Also, why not have Tails' final level be SBZ? I mean, it would make sense, Tails fighting Sonic where Sonic's first important battle took place. I don't know.
     
  3. test-object

    test-object

    By Torm, no! This is terrible! I... I had no idea Member
    You know Phoenix, that is a great idea.

    Hey, Sonic Team. If you read this; THIS is story developement! : D
     
  4. Phoenix

    Phoenix

    Has really been far even as decided to use even go Member
    And not overactive use of the time paradox.
     
  5. Jof

    Jof

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    While that's a neat idea, if we're going by Chimpo's story outline (which I think was perfect), then Tails' last stage/boss is on the self-destructing fortress...
     
  6. Rokkan

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    [​IMG]
    Fuck you Unleashed, I had this idea and two months later you come up with an Egg Beetle.
    Egg Beetle's arms moves around an imaginary circle around the Egg Beetle, which follows Sonic's Y movement, defending him from every possible attack that Sonic may come up with.
    [​IMG]
    After walking a bit just like S2's Final Boss, it jumps and flies in the air, shooting those fire bombs that spread around the arena.
    [​IMG]
    Now, he quickly descends but in fact it's not that quickly, you can hit him two times while he goes down. Be careful, once he is on the ground, you can't hit him anymore.
    [​IMG]
    [​IMG]
    After you hit him three times, he comes up with this attack. If it's the second time he's using this attack, and in the first time you did rip his arm off, he'll spill out a sattelite (like that in Launch Base's second Act 2 boss) that will do exactly the same as his arms does: Guard him.
    [​IMG]
    The sattelite will not follow your movements, it will just spin around like Launch Base's boss. Have a good timing and the boss's done for.
     
  7. test-object

    test-object

    By Torm, no! This is terrible! I... I had no idea Member
    The boss is too complex and a bit of a recycled mess. Make him a bit more basic, in other words, only having to hit the soft spot; Robotnik. You start off with him do nothing but defending.

    BOSS ALTERNATION:
    Perhaps you could make him like the GHZ boss and make his arms do a 180° degree spin?
    The short arms spin slower. Time your spin dash to avoid this attack.

    Then the second part, he suddenly gains legs and... the fuck? Legs will have to go :P
    So, the second part he goes further in the air and he dives down with his body first. That is when you must attack him. When he lands, he is immortal again.

    When this boss is hit 6 times, he will begin shooting the "firebombs". This could be replaced with the natural element of that zone.


    Good job, but don't make things too complex, mate. :argh:
     
  8. Chimpo

    Chimpo

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    Just make the fortress control room use "scraps from Scrap Brain Zone. (I kill myself!)

    Problem solved.
     
  9. Rokkan

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    Hm? I really didn't understand your alternation. And yes, I don't know what the fuck was I smoking when I came up with the legs.
     
  10. STHX

    STHX

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    <!--quoteo(post=269129:date=Jan 17 2009, 08:25 PM:name=test-object)--><div class='quotetop'>QUOTE (test-object @ Jan 17 2009, 08:25 PM) [​IMG]

    Attack number 3 is the best so far, but perhaps you should now find ways WHEN you can hurt him. :ohdear:[/quote]
    But... I like big bosses ç.ç
    I know it appears big, maybe a bit to much but look at this:
    [​IMG]
    As I said, this boss is based over the Caterkiller. I originally thought its dimensions to be double of the Caterkiller's ones, but, as you can see, it was too little, even slighty smaller than ball Sonic, so I moved to step 2. This time, however, with its x4 dimensions it was really too big. It would have occupied the whole screen! So I thought: if x2 is to little, and x4 is too big, what remains? So I redid it again with in a x3 scale, and the result is what I posted.

    I also think the best attack is the 3, because it feels original, but it is not easy to hit him during that attack, that's why I added some easier attacks, like 1 and 2, for hitting it. During attack 1 he moves slowly, so Sonic can hit him in the head, its weak point. During attack 2 he moves faster, but it is also easier to predict its movement, since it will aim at Sonic. Of course I'm sure skilled players will find more chances to hit it (the player can hit it even during attack 4b, but he/she must be fast). Besides, I also like hard bosses ;D


    And know: ROUND TWO. FIGHT!
    Bolt Mobile:
    [​IMG]
    (OMG THIS IS THE SHITTIEST MOCK-UP I EVER MADE)

    0 - Sonic reaches the end of the Zone, a storm start, and the Bolt Mobile appears. The mock-up its so bad it's impossible to understand what it is. Basically its formed by: A generator with a lightning conductor on top of it and 3 high-tension shooter below.
    1 - In the beginnig, it seems the boss does nothing, since it just move back and forth. But suddenly a lightning hits the conductor and activates the generator and...
    2 - After a few moments a bolt will be fired by one of the shooters!
    3 - The boss will fire various bolts from one of the 3 shooters. It won't really aim at Sonic, but the player must still be careful. Of course there is a way to predict where the next bolt will strike, since the shooting shooter (worst pun ever) will light up. As the fight goes on, he will start shooting bolts at a faster pace.
    4 - When hit 6 times, a short circuit in the generator will cause all shooters to shot bolts together (althought they could still shoot in rapid succesion, only one activated at the beginning)
    5 - For how much a boss can be hard, there must always be a way to defeat him. The weak point of the Bolt Mobile is that it can't shoot bolts in every direction, so, if the player predicts where it will stop next, he/she will have a chance to strike at it. Oh yes, one final thing. The generator needs to reload after a certain amount of bolts have been shooted, and so the boss will need to wait for the next lightning to hit the conductor (during this moment the boss fly higher to avoid Sonic's attacks)

    -When this boss is hit 6 times, he will...
    Look at attack number 4

    -The Zone most fitting?
    Rainforest Ruins Zone (Argh, zone clash!). The reason why, in my opinion, fits that zone is because rain can easely turn to storm, and storm means bolts. Actually, maybe the boss is the cause of the heavy storm (and now that I think about it, maybe all of Act 3 can have a stronger storm instead of a simple rain like Act 1 and 2)
     
  11. test-object

    test-object

    By Torm, no! This is terrible! I... I had no idea Member
    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)
     
  12. STHX

    STHX

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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:
    <!--quoteo(post=248650:date=Nov 22 2008, 12:44 AM:name=STHX)--><div class='quotetop'>QUOTE (STHX @ Nov 22 2008, 12:44 AM) [​IMG]
    [​IMG]
    [​IMG]
    [​IMG][/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.
     
  13. Ell678

    Ell678

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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.
     
  14. Polygon Jim

    Polygon Jim

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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.
     
  15. Ollie

    Ollie

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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.
     
  16. STHX

    STHX

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    <!--quoteo(post=269582:date=Jan 18 2009, 03:38 PM:name=Ell678)--><div class='quotetop'>QUOTE (Ell678 @ Jan 18 2009, 03:38 PM) [​IMG]

    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.
     
  17. 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.
     
  18. STHX

    STHX

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

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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:

    <!--quoteo(post=246340:date=Nov 16 2008, 02:39 PM:name=Galaxia)--><div class='quotetop'>QUOTE (Galaxia @ Nov 16 2008, 02:39 PM) [​IMG]
     
  20. test-object

    test-object

    By Torm, no! This is terrible! I... I had no idea Member
    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.