Boss Research:
For the research portion I looked at old sonic Eggman boss battle from Sonic: Chaos. The inspiration I drew from this was the different states of him, as he took damage his contraptions took on different forms to indicate the amount of damage he has taken.
Total Carnage Refrence: Large boss that responds to hits with sprite appearing damage. Can fire
multiple directions and becomes more hectic with more damage done.
I would like this to work towards my Character, as it takes damage it appears in three distinct states:Complete and muscular pillar, half pillar damaged with one arm, and refined Greek statue. Player attacks cause the statue to flash red and shriek, which immediately causes it to retreat.
Boss Behavior: In its first state, it moves slow with heavy throws, as it becomes damaged it begins to move faster and more hectic. The objects it throws are smaller and thrown at faster speeds, making them hard to dodge. The boss will move on diagonals and have a random order to movement, the ground slightly cracks to indicate where he is headed. The Map is square and this adds a level of unpredictability. The King column throws smaller columns at the player that detonate and crumble on impact.
Fire Spawn Objects:
The King throws spawned columns, which detonate on impacted and cause radial damage. These pillars will be thrown and spawned in straight lines. Agile players will be able to avoid these obstacles.
Behavioral Change overtime:
The King moves faster as he progresses from one stage to another. As his damage state increases, he moves quicker and more sporadically, throwing objects more frequently as he moves. In the final form it moves even faster and shoots smaller fast projectiles.
Health:
The pillar uses a standard large health bar that can be seen over the column. It will become more intensely red as its health lowers to zero.It will start off a dark maroon to indicate its damage state, them move to a true red, them following up with a saturated red.
Thursday, April 20, 2017
Wednesday, April 5, 2017
Battle Arena Preproduction: Decimation
Intro:
For the Battle Arena, i chose to continue on the theme used in my race game. Taking place in a derelict auto-scrapper facility, the foragers of this wreaked world find themselves captured by one of the many demons that has now called this world home. Dropped into a battle arena, these racers fight to the death for survival.
Theme/ Reference:
The theme for this map is set in a post apocalyptic city, pertaining inside of an abandoned factory. The factory is workout and crumbling, as the twisted metal rusts and the concrete decays.
Refrence Photos:
For the Battle Arena, i chose to continue on the theme used in my race game. Taking place in a derelict auto-scrapper facility, the foragers of this wreaked world find themselves captured by one of the many demons that has now called this world home. Dropped into a battle arena, these racers fight to the death for survival.
Theme/ Reference:
The theme for this map is set in a post apocalyptic city, pertaining inside of an abandoned factory. The factory is workout and crumbling, as the twisted metal rusts and the concrete decays.
Refrence Photos:
An industrial crane, four of these are placed in the map and offer their use once a trigger is activated in the center of the map. These cranes carry a vehicle rigged with explosives that once dropped, explode on impact with ground or racer. They deal radial damage and can be used multiple times per game. They are a difficult to activate asset resulting in a balance for the damage that they cause.
Map:
Max Players: 16
The map itself is a hexagonal shape that offers a central platform with small interconnected platforms. The racers start on these smaller platforms and in front of racers are a weapon pickup, so racers start with a weapon, and a speed-boost to shoot them into the action of the central part of the map. These platforms are openly reachable from the main platform and feature different hazards that can be used in game-play. These platforms are interconnected with bridges. two large conveyor belts run through the map and are the sole access point to the trigger for the USP of this map. These conveyors have actively damaging scrap cars on them that once hit, will kill a player. The exterior platforms feature a large cage that keeps racers bound inside the map and offer ricochet holders in case the vehicles hit an explosion and violently get flung. There are four USP Cranes situated in the map and once triggered, drop a damaging payload. Stacks of cars are featured in the middle and on the outside platforms to provide obstacles and cover for those seeking to use ambush tactics. The pit in the center serves as the melter for the factory scene and an unwelcome death trigger for racers.
Frames:
Frame 1: Players spawn into game.
Frame 2: The pit of fire at the center of the map with the sprite for the crane USP.
Frame 3: Activated crane dropping a car mesh on an unsuspecting racer.
Frame 4: Two racers encountering each other on a bridge on the outskirts of two platforms, it is a choke-point.
Frame 5:The conveyors that drop the player to the trigger for the Crane USP.
Frame 6: A victim of the USP is hit with a mesh and it detonates.
Frame 7: A Racer hides behind the cover of a few stacked cars to ambush an enemy racer.
Color pallete:
Sticking with my previous theme, i will use these colors:
These colors add to the feeling of rust and decay i would like in my map.
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