Sabertooth_X wrote:While all that is cool, I just think the idea of the boss being throughout the whole level would be awesome. Even maybe something like actually ENTERING the boss and doing some puzzle aspect to hurt it, could be really, really cool as opposed to just another item quirk that makes a BOSS seem less than that. If the level is a boss level, it should focus on the boss the whole time. Distractions will pull away from the epicness.
I was imagining they'd be introduced in a
prior level, so that when you see them and an evil guy at the same time in the final level, you know what to do with them.
I like the idea of the boss level requiring players to apply lots of stuff that they've learned in previous levels. Would you think it was better if the mechanics needed to defeat the boss were totally new, never-before-seen stuff that the players had to master mid-fight?
Dragonheart91 wrote:If your going with my suggestion Antistone, then yeah your two items are exactly the type of thing needed to make it possible. The bosses objective would be to trap all of the plays in those gems, (Or maybe just a single gem if it can trap more than one person.) and the players objective would be to trap him. I would say base the level around that. Beating the level would be having him trapped in a gem and using that gem as a key to a gate. You could then have a second level of boss fight with a different style if you wished, and that could be the more battle oriented boss if you feel that is needed. (The gem could "break" before they can properly find a way to destroy him.)
I'm not entirely sure I'm behind the idea of making the level "losable." It seems kind of out-of-character for the map, given that the map's premise is that death is a tool.
As for the conclusion, I'm imagining that the boss is the one keeping the delvers stuck in the dungeon--if he's maintaining a magical barrier or something, then the simple act of trapping him could
itself open the way out. Making the gem behave as a key could be difficult to convey to the players, since it would be a new mechanic.
Alternately, if we wanted some additional step after trapping the boss, it could be a method of forcing him into a new area where they can then proceed to...whatever.
Dragonheart91 wrote:This also raises the questions: Why were they in this weird world? What was their objective while there? Why did this boss have malicious intent towards them? I think a story might be in order at the end. (Maybe a few story touches earlier on to explain how or why they are there as well.)
Well, this appears on the first level:
First Level's Message wrote:Poor souls!
I, the dungeon master, have trapped you in a labyrinthine crucible in which you must use your wit and skill to escape!
Reach me, and I might just let you go...
The gate in front of you will open in 10 seconds. Use your guile to traverse the myriad levels of the dungeon and escape!
I copied this over from demo level 1 before it was torched, so this was actually part of the original map concept. It's not a whole lot of story, but it suggests that the players have been kidnapped for some Big Bad Evil Guy's personal amusement, which I think is a reasonable premise. And of course he's not really just going to
let them go, because BBEGs are treacherous like that.
It might be worth going through the start-of-level messages to add more flavor text and give them a "dungeon master's voice" feel, since a lot of them are currently written for the benefit of testers, judges, and co-developers rather than to enhance the final play experience (a trend that I started and accept full blame for).