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GD Demo Design Jail Boss Battle
The principal objective of the demo is to demonstrate basic game play ability in the context of a mini-boss battle, the demo will include a 3 rooms, health meters, basic 4 directional attacks with the playable character (using a long spear type weapon). The Mini boss will have three distinct phases when reaching health thresholds. Sound will be present so is ambient battle music. The demo should show basic control of the game, with bare bone features.
###Player Goal Cross a room, fight a boss, leave the boss area and then enter a final door that will end the demo.
###Level layout The level design will consist of 3 rooms, the first one will be empty and only have an exit towards the north leading to the boss battle room. The second room will be the actual boss battle room, once the players gets in the door he/she came through should be blocked the room should be large to accommodate the battle, upon defeat a door north will open an let the player reach the final room. The final room only has one exit north as like the previous room the door leading there will be blocked upon entering the room, the demo will end upon the player crossing that door out.
###Boss battle
The boss of the prison cell area is called Horrus the Skinner.
Horrus has a massive figure and should be twice as large as the player avatar, he's from the lizard man clan and sports the obvious linage of alligator DNA. Horrus does not need any weapons to fight and will simply charge at the player in distinctive patterns and throw things at him.
By default He stand in the middle of the room planning his next move.
When not moving Horrus is invincible and cannot be harmed in any ways, the only moment he's vulnerable is when he will be mid charging animation and when he will jump back from his default position.
Horrus must be hit 25 time times to be vanquished.
- Phase 1 - 0 to 9 hits: He will charge in distinct straight pattern towards the current position of the player until he reaches the next wall he encounters, then he will jump back towards his default position, this will repeat itself every 7 seconds.
- Phase 2 - 9 to 19 hits: Horrus is enraged and now has a more complex combat pattern, he will charge in the opposite direction to the player but halfway reaching the wall he will suddenly change direction towards the player. Horrus continue to runs until he reaches a wall then he jumps back unto his default position. The delay between his attacks is in between 4 and 9 seconds.
- Phase 3 - 19 to 25: This is the final phase, Horrus is desperate, he will continue with his pattern of phase 2 but he will charge at the player after reaching the first wall from 1 to 5 more times.
Horrus will kill the player if he manage to hit him 6 times.
###visual art direction
The rooms should represent a certain state of ugliness, after all it's a prison! The wall are made of crudely carved mud bricks with the occasional drain pipe displayed on the walls, floor are covered in sand and mud. The lightning is provided by wall mounted torches. The doors are iron bars gates blocking the way and should be shown moved up when the player can go through them and down when they are blocked. Ideally they would have some sort of animation to show them get up to liberate the passage. Horrus boss battle room as skinned corpses hung upon the walls and lying on the top left corner of the room should be a huge pile of corpses showing asymmetry in the room and making the fight more complex.
###audio design