Milestone 1: Virgil
Progress:Gameplay: 85%
Graphics: 65%
Levels: 15%
Sound: 0%
Total: 41%
Since I have a habit of making different parts of the game depending on my mood, I will likely not have a demo for a fair while. Instead, I'd like to use these milestones not only as progress updates but also a chance to throw around some gameplay concepts and see what people think.
Let's start at the end, shall we?
Bosses are usually lauded for their design. Creativity in challenge, in visual design, in style of combat the boss induces in the player. But, as many games self-consciously trope these days, bosses are often just major dicks.
It's remarkable that people often compare cartoonish game villains to Hitler, because it's actually a big mistake. Skeletor would be better. The thing that Hitler had, that Skeletor doesn't, that most video game bosses (both ironically and unironically) are lacking, is motivation.
And I don't mean 'I want to rule the world' motivation, because that isn't so much a motivation as the use of a really large MacGuffin (the world), the same as any other MacGuffin that can be pursued as a plot point, whether it be giant crystal or dildo of the gods or a sword that says SHAZAM on it in Greek.
I mean a purpose, not only for existence, but for both their goals and their methods of pursuing them. The most interesting (and often the most disturbing) villain is that one that does not in any way think his actions are incorrect. This is one of the reasons why serial killers and psychopaths fascinate and entrance people so: they do not think what they are doing is evil for the sake of evil, as others might perceive it, it is simply something that they do.
Most bosses are too comically one-sided for any such depth, so I set out with the task of creating a boss with a reason, a purpose, and a touch of insanity.
What I created was "Virgil".
Right click und stuf.
No, it's not discount SHODAN. But he is a synthetic intelligence.
I'm not going to give away his base motivation, to save something for the end.
All I'm going to say is that he was used to store a lot of information.
Onto mechanics!
Now, Virgil is synthetic. So he is going to be one of those bosses that sits there, while other stuff does the work for him... at least at first.
A lot of games take the route of having a stationary boss, and most do the same damn things over and over. Let's look at them!
- Boss shouts insults at you
- You have to wander about the screen disabling/enabling things to get to...
- Giant glowing shining weak point available FOR A LIMITED TIME ONLY
- Mobile enemies that arrive periodically to offset the monotony
- Flashy background effects to distract you from the foreground
- Being really friggin' big
- Repetition in dangerous conditions in place of challenge
This stuff is very, very common. I wanted to avoid all that or maybe just some of it, if at all possible. So I've set about researching stationary bosses of various kinds, from various action games. It turns out that no one really changes up the same formula. As functional as it may be, I'm looking for ways to shake it up.
Some ideas I had:
- Having the boss always be vulnerable, from at least one angle, which would encourage attacking from different angles
- More obvious targeting of the player to encourage movement and discourage repetitive play
- Randomly generated attack patterns to prevent...patterns?
- Making use of abilities in reliable ways
The last one is a cruncher.
I wanted to attempt to make the player do something they hadn't done before, without resorting to introducing new mechanics and just confusing the hell out of them, as many bosses do to prevent stagnation, usually just resulting in frustration. Now, I haven't played all the games with stationary bosses, and I'd like some input. So, what do you think when you hear "good stationary boss"? Do you have any examples you could pass along?
Don't worry, it'll still be flashy though.
(just an old mockup
)
Also, I've heard that some people may take issue with my use of religious terms and imagery in the game. For their benefit, I have decided I may just co-opt Assassin's Creed's disclaimer screen:
With one minor addition.
Today's question:
"What makes a good stationary boss? Do you have any examples?"
See you guys again September 16th!