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MAIN BOSS: Giant Plant Monster #227

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Elginive opened this issue May 22, 2021 · 2 comments
Open

MAIN BOSS: Giant Plant Monster #227

Elginive opened this issue May 22, 2021 · 2 comments
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enhancement New feature or request question Further information is requested
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@Elginive
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Description

Boss Visual: (Concept Art)

Boss Behavior: To Be Discussed.

@Elginive Elginive added enhancement New feature or request question Further information is requested labels May 22, 2021
@Elginive Elginive added this to the Demo milestone May 22, 2021
@yeslayla yeslayla removed this from the Demo milestone May 22, 2021
@yeslayla yeslayla self-assigned this May 22, 2021
@yeslayla yeslayla added this to the Demo ML #4 milestone May 22, 2021
@Nodding
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Nodding commented May 24, 2021

Boss Behavior (From the Dungeon Design Document V3.1): As the player enters the boss room, they are greeted with an eerie tune (which would be cool if it's the same motif of the upcoming boss battle music slowed down to be creepy or something just saying) and a heartbeat sound. In the middle of the room lies a heart, with vines twisting around it. You strike it once, hear a blood curdling roar and the whole ship shakes. Everyone is thrust out of the ship and it flips on itself.

Outside, the players find the ship turned over, encased in vines by a giant plant. It roars again, and the fight begins. The plant is invincible, but smaller vines start to spawn. If the player gets too close the plant will roar and swipe at the player with one of it’s giant sword-like thorns, which should tell the player a direct attack approach is not how to kill this boss.

These are the same vines that will try to eat the player and can be killed by being tricked into eating bombs instead. A bunch will start to pop out of the ground as shipwreck pieces start to fall from the sky. One of them will be the same color as the boss, and once that one is killed, a hole into the ship is opened. The players need to rush inside, and they can take a swing at the heart. Depending on play testing my guess is 3-4 of this loop with it getting harder as more pieces fall and more enemies crowd the screen would be enough for an interesting fight.

Once killed, the dungeon is completed.

This battle I feel will be fun by yourself as you feel great dodging ship pieces and killing the smaller plants to get a crack and stabbing the boss itself. In multiplayer people could race to be the one that gets inside to hit the heart. I feel it’d be fun to have a little obstacle course as you run towards the heart inside that gets harder with every hit, as in it starts off as a straight beeline to the heart, but more cracks in the floor and a few enemies spawn in make it more difficult.

@Nodding Nodding self-assigned this Jun 6, 2021
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Nodding commented Aug 2, 2021

Disregard earlier concept, this is more realistic:

Plant Monster

Description:
A large plant, mainly purple and green entangling the entire ship. The players would be warped to a room that appears to be outside the ship, with the plant entrapping them so they can not run off. It has a large head with a huge underbite, and large spines running around the back of its head. It juts out of the ship, clearly covering a hole with purple vines that the players want to get into. Large sword-like thorns guard this hole as well.

Inside the hole, its beating heart, encased in vines, beats ominously.

Scene Structure:
This is going to be very abnormal. Mainly because the way the players interact with the boss is by first bombing the plants that pop up that are colored purple, to open the hole in the ship to the heart. Then, they slash at that heart.

The boss’s head may not need a collision2d. It definitely needs a sprite.

That said, the vines do, to hurt the player if they touch it.

The popping up plant enemies need to do the same as well, while also being able to lunge at the player.

Lastly the sword-thorns need one so they can hit the players that get too close to them. They should swing only when one gets close, so a detection area is needed.

Pseudo”””CODE””” behavior:
This will be a challenge to explain clearly but I will do my best. There are going to be about 4 parts to this boss.

The head + vines around the arena - the easiest to put in. There to decorate and set the tone. The head should move around and react to being hurt. The vines should have a collision box that simply hurts the players.

The popping up plants (green) - these guys spawn in randomly around the arena in a set area (area2d maybe?) and behave like the ones in the dungeon itself. For a recap, they can be killed slowly by sword (REAL SLOW) or if you place a bomb and make the plant lunge towards it, itll swallow and explode and die.

The popping up plants (purple) - these guys will spawn in after a set time, and when killed, open up the purple vines covering the hole to the ship.

The sword thorns (throwns?) - near the hole to the ship. When the purple vines move away, they do too. When someone gets close, they swipe at them and damage them. They can not be killed or look like they are getting hurt when swung at.

The heart room + heart - when the players enter the hole guarded by purple, they are faced with a short walk to the heart. This heart is slashed at, there is some screenshake, and this is repeated two more times for a total of three. Each time the players revisit the room, there are more obstacles in the way. Once defeated, the boss is killed.

@Elginive Elginive modified the milestones: Demo ML #4, Demo ML #6 Sep 8, 2021
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