LOCKEZ DESIGNS A BOSS BATTLE FOR YOU
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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Hmm. Good question. I would make his first attack be the Summoning Ritual, for the purpose of conveyance - it's the most interesting thing that happens in the fight, so you want the player to immediately see that it's happening.
The other problem with items in FF9 is that, in the 90% of the game where you do have a white mage, you really can't possibly run out of items. You just have a ridiculously huge stockpile all the time, especially with Zidane on the team to steal them all the time. FF13 addresses this by making healing items useless after the first 25% of the game, while FF9 addresses it by distracting you with shiny-looking buyable equipment that teaches exciting new skills in every town and uses up 98% of your gil, in the hopes you won't notice the fact that you can become completely invincible if you spend your money on potions instead of armor. Neither design strikes me as particularly great, and on most days I usually think Secret of Mana's system is better - 3 of every item, so items serve the role of panic buttons to be used in emergencies when you mess up.
However, if you increase the number the player can carry to more than Secret of mana, but still keep them pretty limited, you could have them serve the role of panic buttons on normal enemies but reliable healing on bosses. But the reliable healing on bosses would disappear if you took too long and ran out of potions - basically working like a soft enrage for every boss in the game. This limitation could be done by having a low maximum number of items, or by using your crafting system and making the ingredients rare, or some other way.
The other problem with items in FF9 is that, in the 90% of the game where you do have a white mage, you really can't possibly run out of items. You just have a ridiculously huge stockpile all the time, especially with Zidane on the team to steal them all the time. FF13 addresses this by making healing items useless after the first 25% of the game, while FF9 addresses it by distracting you with shiny-looking buyable equipment that teaches exciting new skills in every town and uses up 98% of your gil, in the hopes you won't notice the fact that you can become completely invincible if you spend your money on potions instead of armor. Neither design strikes me as particularly great, and on most days I usually think Secret of Mana's system is better - 3 of every item, so items serve the role of panic buttons to be used in emergencies when you mess up.
However, if you increase the number the player can carry to more than Secret of mana, but still keep them pretty limited, you could have them serve the role of panic buttons on normal enemies but reliable healing on bosses. But the reliable healing on bosses would disappear if you took too long and ran out of potions - basically working like a soft enrage for every boss in the game. This limitation could be done by having a low maximum number of items, or by using your crafting system and making the ingredients rare, or some other way.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
OK. Tell me stuff!
author=LockeZ
- Who or what the boss is, if you have decided that much
- Short summary of the player's party (like two sentences per party member probably) (if you have 150 party members or fully customizable characters, then tell me what are the main differences the player will look at to decide which characters/skills to take)
- Any key abilities the player has that you think are important in a boss fight or that make your game's battles unique
- Any ideas you think you would like to use, even if they suck
- Whatever you think is relevant
The boss is Satan and he is the only fight within the game. It's just Alex, Alex has fire, ice, thunder, healing, non elemental magic. He can also attack, can't go wrong with an attack command. I was thinking maybe he changes elements at random?
Okay, I'm up for some ideas. I have 2 bosses that need fleshing out for my RM2K3 RPG with a turn-based battle system. For the dungeon I plan on having the mini-boss show up first, and right after that a cutscene will summon the real dungeon boss.
Mini-boss:
-A flaming serpent dragon that lives in the crater of a volcano.
-4 party members:
Char1: Electric-based spells. Can blind targets. Ability to cure ally's Silence and grant MP Regen to allies. Can also heal himself. Has a skill that strikes one enemy and hits harder the more enemies are on the field.
Char2: Earth-based spells. Can bleed targets. Ability to cure ally's Burn and grant Defence Up to allies. Can also heal himself. Has a skill that strikes all enemies and hits harder the less enemies are on the field (perfect when there's 2 enemies on the field).
Char3: Fire-based spells. Can burn targets. Ability to cure ally's Sleep and grant Attack Up to allies. Can also regen some of his own MP. Has a skill that strikes all enemies and hits harder the more enemies are on the field.
Char4: Light-based attacks. Has the strongest magic skills, but doesn't inflict status conditions. Ability to cure ally's Bleed and grant HP Regen to allies. Can also regen some of her own MP. Has a skill that strikes one enemy and hits harder the less enemies are on the field.
-There's not really any key abilities. It's a fairly low level boss, so the characters don't have many skills unlocked yet. 2nd dungeon, characters will be around level 7-10, each with around 5 unique skills.
-The only thing I want this mini-boss to do for sure is a powerful single-target Meteor attack (already made the animation for it, and it rocks, LOL). The rest is still open for ideas.
-The fight should take a maximum of a few minutes (between 2-5 minutes).
Boss fight:
-A figure of flames in the shape of a woman. She's the boss of the volcano, and the serpent dragon was her pet.
-Party still the same at that point.
-There's at least 2 things I have already planned for this boss:
When she gets down to 50% HP she'll enrage with increased damage output.
She has the powerful Meteor Barrage skill. Not sure if I want it to be single- or multi-targeted damage.
-The fight can take a bit longer than the Serpent battle (closer to maybe 5 minutes or so).
Both bosses are not immune to fire magic, but they do take less damage than from the other elemental spells.
I'd like to have both bosses have a few more skills, but not too many seeing how this is still fairly short into the game.
The party will not have access to many consumables, so there's no way to cheese through it with 99 Potions, and is mainly reliant on their skills. Burst damage is okay, but should not be too massive/frequent since there's not enough ways to recover fast from huge amounts of damage.
Mini-boss:
-A flaming serpent dragon that lives in the crater of a volcano.
-4 party members:
Char1: Electric-based spells. Can blind targets. Ability to cure ally's Silence and grant MP Regen to allies. Can also heal himself. Has a skill that strikes one enemy and hits harder the more enemies are on the field.
Char2: Earth-based spells. Can bleed targets. Ability to cure ally's Burn and grant Defence Up to allies. Can also heal himself. Has a skill that strikes all enemies and hits harder the less enemies are on the field (perfect when there's 2 enemies on the field).
Char3: Fire-based spells. Can burn targets. Ability to cure ally's Sleep and grant Attack Up to allies. Can also regen some of his own MP. Has a skill that strikes all enemies and hits harder the more enemies are on the field.
Char4: Light-based attacks. Has the strongest magic skills, but doesn't inflict status conditions. Ability to cure ally's Bleed and grant HP Regen to allies. Can also regen some of her own MP. Has a skill that strikes one enemy and hits harder the less enemies are on the field.
-There's not really any key abilities. It's a fairly low level boss, so the characters don't have many skills unlocked yet. 2nd dungeon, characters will be around level 7-10, each with around 5 unique skills.
-The only thing I want this mini-boss to do for sure is a powerful single-target Meteor attack (already made the animation for it, and it rocks, LOL). The rest is still open for ideas.
-The fight should take a maximum of a few minutes (between 2-5 minutes).
Boss fight:
-A figure of flames in the shape of a woman. She's the boss of the volcano, and the serpent dragon was her pet.
-Party still the same at that point.
-There's at least 2 things I have already planned for this boss:
When she gets down to 50% HP she'll enrage with increased damage output.
She has the powerful Meteor Barrage skill. Not sure if I want it to be single- or multi-targeted damage.
-The fight can take a bit longer than the Serpent battle (closer to maybe 5 minutes or so).
Both bosses are not immune to fire magic, but they do take less damage than from the other elemental spells.
I'd like to have both bosses have a few more skills, but not too many seeing how this is still fairly short into the game.
The party will not have access to many consumables, so there's no way to cheese through it with 99 Potions, and is mainly reliant on their skills. Burst damage is okay, but should not be too massive/frequent since there's not enough ways to recover fast from huge amounts of damage.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Tau
The boss is Satan and he is the only fight within the game. It's just Alex, Alex has fire, ice, thunder, healing, non elemental magic. He can also attack, can't go wrong with an attack command. I was thinking maybe he changes elements at random?
I'm not going to design your contest entry for you! If I wanted to do this I'd submit my own entry.
Also this is terrible.
author=Milennin
Okay, I'm up for some ideas. I have 2 bosses that need fleshing out for my RM2K3 RPG with a turn-based battle system.
I'll take a stab at this later today or tomorrow.
author=LockeZauthor=TauI'm not going to design your contest entry for you! If I wanted to do this I'd submit my own entry.
The boss is Satan and he is the only fight within the game. It's just Alex, Alex has fire, ice, thunder, healing, non elemental magic. He can also attack, can't go wrong with an attack command. I was thinking maybe he changes elements at random?
Also this is terrible.
Haha why not, come on.. Yeah fair enough.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Here's a dragon boss for you, Milennin. RM2K3 limits possible designs, but your skillsets are good and give the player a lot of tactics to handle a lot of different situations, even this early in the game.
The biggest difficulty on both of these fights is giving the fire-elemental party member something to do. For the dragon boss I'm thinking that it starts out fire-elemental but can be "extinguished", changing its palette from reddish to grayish. Since it's a mini-boss, making the player do this more than twice seems unnecessary (but you may want to reuse the gimmick later in the game once or twice on other elemental bosses).
Making a boss fight that doesn't summon adds is excrutiating when you have all those skills that get stronger or weaker based on the number of enemies on the field. But I'm going to try to do it anyway for the miniboss, because it's an early game miniboss, and because it doesn't make a lot of sense for the boss's pet to have its own minions, and because you hadn't planned on having to come up with sprites for any adds for this fight. And because I haven't done a single-target boss in this thread yet at all, heh.
Since this is a miniboss, and I'm not sure how hard you want it to be compared to a normal boss (or how good your heal spells are), I'm gonna let you decide how much damage to let the attacks deal. I'll just provide relative numbers, like X attack deals 50% more than Y attack.
Flaming Serpent Dragon
Phase 1
- Immune to fire, assuming the party member who uses fire spells also has a normal attack. If he doesn't have a normal attack, just make the boss resistant to fire instead of immune.
- Speed is slower than what you expect the fire-elemental party member's speed to be. Not by too much, though, unless he's a lot faster than the other three members. Probably just a little slower than him.
- Attack with a name like Knock Unconscious that hits one target and inflicts sleep. Medium damage.
- Fire magic attack that hits two targets and inflicts burn. Unimpressive damage. About two thirds as strong as the tail hit.
- Powerful single-target meteor attack. About twice as strong as the tail hit. Unless reviving dead characters is really easy, this probably shouldn't do much more than two thirds of a character's HP at the most.
Phase 2
Goes into Phase 2 at about 75% HP, and again at about 25% HP. This phase uses attacks in a specific order. At the beginning of Phase 2, record the boss's HP in a variable.
- First, it uses a skill that inflicts sleep on everyone. Preferably with as low a fail rate as possible.
- Then it immediately attacks the fire character with a basic attack, waking him up. You can do this with a battle event that shows an animation, inflicts damage, and removes the condition. If he's dead, it probably needs to hit someone else.
- Then, again immediately, uses a skill "Gathering Life Energy: Meteor Barrage". This heals the boss by approximately the amount dealt by two attacks from party members other than the fire guy. The healing needs to be visible, and should be an even number like 400 HP, so that the player knows exactly how much it's healed by. There should be no delay at all between the sleep spell, the attack, and Gathering Life Energy: Meteor Barrage. If the player gets a turn in Phase 2 before this skill happens, the boss won't work. (If you're having trouble coding a boss to use three skills in a row in RM2K3, let me know.)
- For the next three turns, uses Gathering Life Energy: Meteor Barrage again.
- After it's used Gathering Life Energy: Meteor Barrage four times, if the player hasn't dealt enough damage to make it go to Phase 3, it uses Meteor Barrage. Meteor Barrage hits random targets with the giant meteor spell, lots of times in a row. Enough hits that at least one character will definitely die. Not enough to kill everyone unless the party's HP was already low, but enough to put the player in deep doodoo.
Phase 3
Phase 3 starts when the boss's HP drops down to 1 HP less than it was at the start of Phase 2. This is why you recorded the boss's HP when Phase 2 started. Effectively, this means that the boss was trying to gather life energy, but the player beat all the gathered life energy out of him.
- Show a message that says something like "Flame Serpent's energy is lost! Flames extinguished!"
- Color changes from red to gray, and boss now takes full damage from fire spells.
- Boss also loses a fair amount of defense and magic defense when he enters this phase. Probably enough to make everyone deal 50% more damage.
- The boss doesn't act at all in this phase. It lasts for probably about three of the boss's turns. Player gets to go crazy dealing damage.
- After about three of the boss's turns, it goes back to Phase 1.
- Phases 2 and 3 are intended to happen twice each during the battle, with the first Phase 2 starting at 75% and the second Phase 2 starting at 25%. However, if the player deals enough damage during the first Phase 3 to push the boss below 25% before it reverts to Phase 1, the boss shouldn't go from Phase 3 directly back to Phase 2. It should just revert to Phase 1 at the end of the three turns and stay there, as a reward for being overpowered.
- You don't want that to happen unless the player is seriously overlevelled though. Ideally the player should only be able to knock the boss down by about 20% of its max HP during Phase 3, if the party members are at the expected level.
-----
When you playtest this boss, if it's too hard to deal enough damage during Phase 2 to prevent the meteor barrage, lower either the boss's speed or the amount healed until you think it allows for enough of a margin of error.
If you like this one, I'll work on a flame woman boss for you next.
The biggest difficulty on both of these fights is giving the fire-elemental party member something to do. For the dragon boss I'm thinking that it starts out fire-elemental but can be "extinguished", changing its palette from reddish to grayish. Since it's a mini-boss, making the player do this more than twice seems unnecessary (but you may want to reuse the gimmick later in the game once or twice on other elemental bosses).
Making a boss fight that doesn't summon adds is excrutiating when you have all those skills that get stronger or weaker based on the number of enemies on the field. But I'm going to try to do it anyway for the miniboss, because it's an early game miniboss, and because it doesn't make a lot of sense for the boss's pet to have its own minions, and because you hadn't planned on having to come up with sprites for any adds for this fight. And because I haven't done a single-target boss in this thread yet at all, heh.
Since this is a miniboss, and I'm not sure how hard you want it to be compared to a normal boss (or how good your heal spells are), I'm gonna let you decide how much damage to let the attacks deal. I'll just provide relative numbers, like X attack deals 50% more than Y attack.
Flaming Serpent Dragon
Phase 1
- Immune to fire, assuming the party member who uses fire spells also has a normal attack. If he doesn't have a normal attack, just make the boss resistant to fire instead of immune.
- Speed is slower than what you expect the fire-elemental party member's speed to be. Not by too much, though, unless he's a lot faster than the other three members. Probably just a little slower than him.
- Attack with a name like Knock Unconscious that hits one target and inflicts sleep. Medium damage.
- Fire magic attack that hits two targets and inflicts burn. Unimpressive damage. About two thirds as strong as the tail hit.
- Powerful single-target meteor attack. About twice as strong as the tail hit. Unless reviving dead characters is really easy, this probably shouldn't do much more than two thirds of a character's HP at the most.
Phase 2
Goes into Phase 2 at about 75% HP, and again at about 25% HP. This phase uses attacks in a specific order. At the beginning of Phase 2, record the boss's HP in a variable.
- First, it uses a skill that inflicts sleep on everyone. Preferably with as low a fail rate as possible.
- Then it immediately attacks the fire character with a basic attack, waking him up. You can do this with a battle event that shows an animation, inflicts damage, and removes the condition. If he's dead, it probably needs to hit someone else.
- Then, again immediately, uses a skill "Gathering Life Energy: Meteor Barrage". This heals the boss by approximately the amount dealt by two attacks from party members other than the fire guy. The healing needs to be visible, and should be an even number like 400 HP, so that the player knows exactly how much it's healed by. There should be no delay at all between the sleep spell, the attack, and Gathering Life Energy: Meteor Barrage. If the player gets a turn in Phase 2 before this skill happens, the boss won't work. (If you're having trouble coding a boss to use three skills in a row in RM2K3, let me know.)
- For the next three turns, uses Gathering Life Energy: Meteor Barrage again.
- After it's used Gathering Life Energy: Meteor Barrage four times, if the player hasn't dealt enough damage to make it go to Phase 3, it uses Meteor Barrage. Meteor Barrage hits random targets with the giant meteor spell, lots of times in a row. Enough hits that at least one character will definitely die. Not enough to kill everyone unless the party's HP was already low, but enough to put the player in deep doodoo.
Phase 3
Phase 3 starts when the boss's HP drops down to 1 HP less than it was at the start of Phase 2. This is why you recorded the boss's HP when Phase 2 started. Effectively, this means that the boss was trying to gather life energy, but the player beat all the gathered life energy out of him.
- Show a message that says something like "Flame Serpent's energy is lost! Flames extinguished!"
- Color changes from red to gray, and boss now takes full damage from fire spells.
- Boss also loses a fair amount of defense and magic defense when he enters this phase. Probably enough to make everyone deal 50% more damage.
- The boss doesn't act at all in this phase. It lasts for probably about three of the boss's turns. Player gets to go crazy dealing damage.
- After about three of the boss's turns, it goes back to Phase 1.
- Phases 2 and 3 are intended to happen twice each during the battle, with the first Phase 2 starting at 75% and the second Phase 2 starting at 25%. However, if the player deals enough damage during the first Phase 3 to push the boss below 25% before it reverts to Phase 1, the boss shouldn't go from Phase 3 directly back to Phase 2. It should just revert to Phase 1 at the end of the three turns and stay there, as a reward for being overpowered.
- You don't want that to happen unless the player is seriously overlevelled though. Ideally the player should only be able to knock the boss down by about 20% of its max HP during Phase 3, if the party members are at the expected level.
-----
When you playtest this boss, if it's too hard to deal enough damage during Phase 2 to prevent the meteor barrage, lower either the boss's speed or the amount healed until you think it allows for enough of a margin of error.
If you like this one, I'll work on a flame woman boss for you next.
That's a lot of detail. But this is definitely good. I hadn't really thought of the Sleep condition in this fight to make the fire character more useful. Phase 2 is going to be a ***** to create. I'm not sure how to make a boss move multiple times with the combat system I'm using.
No, wait. Actually I might... it's probably possible if I lower the player's ATB to such a pace that the boss gets enough time to regen his and move again before the player has his bar filled.
Yeah, these are great ideas, I'll see if I can make something like it. Looking forward to seeing what you can come up with for the fire girl. Thanks a lot for your post.
Oh yeah, I saw you asking if the fire guy was able to attack. Yes, he can. All characters can attack with their weapon.
Char1 (lightning guy): Attacks deal moderate neutral physical damage.
Char2 (earth guy): Attacks deal low neutral physical damage, but strikes twice (give him an Attack Up buff for 2x high damage).
Char3 (fire guy): Attacks deal high neutral physical damage.
Char4 (light girl): Attacks deal moderate Light magical damage.
No, wait. Actually I might... it's probably possible if I lower the player's ATB to such a pace that the boss gets enough time to regen his and move again before the player has his bar filled.
Yeah, these are great ideas, I'll see if I can make something like it. Looking forward to seeing what you can come up with for the fire girl. Thanks a lot for your post.
Oh yeah, I saw you asking if the fire guy was able to attack. Yes, he can. All characters can attack with their weapon.
Char1 (lightning guy): Attacks deal moderate neutral physical damage.
Char2 (earth guy): Attacks deal low neutral physical damage, but strikes twice (give him an Attack Up buff for 2x high damage).
Char3 (fire guy): Attacks deal high neutral physical damage.
Char4 (light girl): Attacks deal moderate Light magical damage.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The way I'd do it in RM2K3 would be to just have a battle event that simulates the boss using all three skills in a row. The boss doesn't actually need to use a real skill at all. It's hard to detect a lot of things in battle events, but it's easy to detect the boss's HP, and it's easy to make something that looks like a skill even though it's actually a battle event. You just need to show the battle animation, use the Modify HP event command, and inflict/remove the ailment.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
For Milennin:
Tried to make a fight where the fire-elemental player could tactically use his fire skills to make the adds go supernova. To communicate how this works to the player, I made the boss do the same thing. The supernova skill hurts the player slightly no matter who triggers it, but the thing that happens after it is what's fun - it turns the add into a pile of ash, and whoever hits that ash pile gets healed and deals high damage to the enemy party.
If the silence status lasts more than a few rounds, you should probably either give the player a few silence-healing items before the fight starts or else make the electric char's silence-healing skill able to be used while silenced. Another option would be a piece of equipment that grants silence immunity, only usable by the electric char.
Flame Woman
Phase 1
- Extremely fast. We want her to be summoning lots of adds.
- Summons a minion called a Small Flame every second turn. Though you can name it whatever you want, of course. Can summon up to 7 of them at a time. The name of this skill, in Phase 1, should just be "Summoning Flames".
- Uses a scorch attack that hits one member of the player party and sometimes inflicts burn. Does this most of the time. Since she's so fast, this doesn't have to deal high damage. (This can't be used while silenced.)
- Rarely uses a healing ability on the Small Flames that has the same name and animation as a fire spell the player has seen before. To the player, it should look like she's attacking the Small Flame with a fire spell, but the Small Flame is being healed because it absorbs the fire element. This should be enough to heal the Small Flame to full health. This also doubles her agility until her next turn, making her get her next turn very quickly. (Making this a normal single-target healing spell will mean she sometimes uses it on herself instead, but that's fine. She absorbs fire too.)
- If a Soot Pile is present, she has a 100% chance to cast Smouldering Wind, damaging and silencing the entire player party, and also healing the Flame Woman by a moderate amount (and removing the silence effect from her). This destroys the Soot Pile.
Phase 2
Phase 2 starts at 50% HP. This is a short transitional phase. The boss repeatedly uses its skills that sacrifice the minions, ensuring that there are zero adds left before continuing to Phase 3. Basically it's wiping the board to a clean slate. If there are no Small Flames or Soot Piles when the boss hits 50% HP, it skips Phase 2 and goes directly to Phase 3.
- If a Soot Pile is present, she has a 100% chance to cast Smouldering Wind, damaging and silencing the entire player party, and also healing the Flame Woman by a moderate amount (and removing the silence effect from her). This destroys the Soot Pile.
- If there are no Soot Piles alive, she will always use the healing ability from Phase 1, making a Small Flame go supernova.
- Doesn't do anything else in this phase. Doesn't summon adds or use her scorch attack.
Phase 3
Changes from Phase 2 to Phase 3 as soon as the boss is alone, with no Small Flames or Soot Piles left alive. In this phase the boss starts going berserk, giving up on her normal scorch attacks and switching to riskier tactics in the hope of getting one giant hit in.
- She won't make her own adds go supernova any more, but she'll still use Smoulering Wind if the player makes ones of them go supernova.
- If a Soot Pile is present, she has a 100% chance to cast Smouldering Wind, damaging and silencing the entire player party, and also healing the Flame Woman by a moderate amount (and removing the silence effect from her). This destroys the Soot Pile.
- Otherwise, if there are fewer than 7 adds present, she summons a Small Flame every round. This will have a different skill name during Phase 3 than it did during Phase 1, though. It's now called "Summoning Flames: Meteor Barrage".
- If there are 7 adds present, and all 7 of them are Small Flames, she will sacrifice all 7 of them to use Meteor Barrage. This is the same kick-ass skill that the dragon used. It will damn near annihilate the party. The player's goal is to prevent this from happening by killing or supernova-ing the adds.
Small Flame
- Absorbs fire damage.
- Starts out at 75% health. One absorbed fire attack from the fire-elemental character will heal it to full health, unless it's been damaged.
- If it reaches full health, it explodes using a skill called Supernova, dealing minor fire damage to the player party. This kills the Small Flame and replaces it with a Soot Pile.
- Very low speed. If left alone for several rounds, it will finally act.
- When it acts, it deal heavy fire damage against one member of the player party.
- If silenced, it will simply attack instead for low damage. Give the normal attack a priority much lower than the fire damage skill, so that the attack'll only be used when the fire skill is impossible to use.
Soot Pile
- Performs no actions.
- Has a ton of HP and no immunities.
- The Flame Woman can and will destroy Soot Piles if they're present by casting Smouldering Wind, damaging and silencing the entire player party, and also healing the Flame Woman by a moderate amount.
- If a Soot Pile is damaged by the player, Smouldering Wind is used in reverse, damaging and silencing the entire enemy party, and healing and removing silence from the entire player party.
- Either way, no matter who triggers Smouldering Wind, it causes the Soot Pile to vanish.
-------
Several of the skills will definitely need to be evented since they affect both enemies and allies. Sorry! Fortunately I don't think any of it is very complex, except for the Flame Woman detecting that the Soot Pile is present. It will probably help to use a variable for each add that keeps track of whether it's dead (0), a Small Flame (1), or a Soot Pile (2). When you summon or transform them, set them to 1 or 2, and then use a battle event that runs each turn to detect when they're dead and return them to 0.
I made the triggerable skills of both the Small Flame and the Soot Pile happen while they're still alive so that it'd be easier for you to detect when to do them. When detecting that an enemy died in RM2K3, I know there are problems with detecting what type of enemy it was before it died. This method should make that easier.
As always, if you run into problems, let me know! A lot of the time I can help you with them, and a lot of the other time I can tell you how to change the fight to get a very similar result within whatever limitations you have.
Tried to make a fight where the fire-elemental player could tactically use his fire skills to make the adds go supernova. To communicate how this works to the player, I made the boss do the same thing. The supernova skill hurts the player slightly no matter who triggers it, but the thing that happens after it is what's fun - it turns the add into a pile of ash, and whoever hits that ash pile gets healed and deals high damage to the enemy party.
If the silence status lasts more than a few rounds, you should probably either give the player a few silence-healing items before the fight starts or else make the electric char's silence-healing skill able to be used while silenced. Another option would be a piece of equipment that grants silence immunity, only usable by the electric char.
Flame Woman
Phase 1
- Extremely fast. We want her to be summoning lots of adds.
- Summons a minion called a Small Flame every second turn. Though you can name it whatever you want, of course. Can summon up to 7 of them at a time. The name of this skill, in Phase 1, should just be "Summoning Flames".
- Uses a scorch attack that hits one member of the player party and sometimes inflicts burn. Does this most of the time. Since she's so fast, this doesn't have to deal high damage. (This can't be used while silenced.)
- Rarely uses a healing ability on the Small Flames that has the same name and animation as a fire spell the player has seen before. To the player, it should look like she's attacking the Small Flame with a fire spell, but the Small Flame is being healed because it absorbs the fire element. This should be enough to heal the Small Flame to full health. This also doubles her agility until her next turn, making her get her next turn very quickly. (Making this a normal single-target healing spell will mean she sometimes uses it on herself instead, but that's fine. She absorbs fire too.)
- If a Soot Pile is present, she has a 100% chance to cast Smouldering Wind, damaging and silencing the entire player party, and also healing the Flame Woman by a moderate amount (and removing the silence effect from her). This destroys the Soot Pile.
Phase 2
Phase 2 starts at 50% HP. This is a short transitional phase. The boss repeatedly uses its skills that sacrifice the minions, ensuring that there are zero adds left before continuing to Phase 3. Basically it's wiping the board to a clean slate. If there are no Small Flames or Soot Piles when the boss hits 50% HP, it skips Phase 2 and goes directly to Phase 3.
- If a Soot Pile is present, she has a 100% chance to cast Smouldering Wind, damaging and silencing the entire player party, and also healing the Flame Woman by a moderate amount (and removing the silence effect from her). This destroys the Soot Pile.
- If there are no Soot Piles alive, she will always use the healing ability from Phase 1, making a Small Flame go supernova.
- Doesn't do anything else in this phase. Doesn't summon adds or use her scorch attack.
Phase 3
Changes from Phase 2 to Phase 3 as soon as the boss is alone, with no Small Flames or Soot Piles left alive. In this phase the boss starts going berserk, giving up on her normal scorch attacks and switching to riskier tactics in the hope of getting one giant hit in.
- She won't make her own adds go supernova any more, but she'll still use Smoulering Wind if the player makes ones of them go supernova.
- If a Soot Pile is present, she has a 100% chance to cast Smouldering Wind, damaging and silencing the entire player party, and also healing the Flame Woman by a moderate amount (and removing the silence effect from her). This destroys the Soot Pile.
- Otherwise, if there are fewer than 7 adds present, she summons a Small Flame every round. This will have a different skill name during Phase 3 than it did during Phase 1, though. It's now called "Summoning Flames: Meteor Barrage".
- If there are 7 adds present, and all 7 of them are Small Flames, she will sacrifice all 7 of them to use Meteor Barrage. This is the same kick-ass skill that the dragon used. It will damn near annihilate the party. The player's goal is to prevent this from happening by killing or supernova-ing the adds.
Small Flame
- Absorbs fire damage.
- Starts out at 75% health. One absorbed fire attack from the fire-elemental character will heal it to full health, unless it's been damaged.
- If it reaches full health, it explodes using a skill called Supernova, dealing minor fire damage to the player party. This kills the Small Flame and replaces it with a Soot Pile.
- Very low speed. If left alone for several rounds, it will finally act.
- When it acts, it deal heavy fire damage against one member of the player party.
- If silenced, it will simply attack instead for low damage. Give the normal attack a priority much lower than the fire damage skill, so that the attack'll only be used when the fire skill is impossible to use.
Soot Pile
- Performs no actions.
- Has a ton of HP and no immunities.
- The Flame Woman can and will destroy Soot Piles if they're present by casting Smouldering Wind, damaging and silencing the entire player party, and also healing the Flame Woman by a moderate amount.
- If a Soot Pile is damaged by the player, Smouldering Wind is used in reverse, damaging and silencing the entire enemy party, and healing and removing silence from the entire player party.
- Either way, no matter who triggers Smouldering Wind, it causes the Soot Pile to vanish.
-------
Several of the skills will definitely need to be evented since they affect both enemies and allies. Sorry! Fortunately I don't think any of it is very complex, except for the Flame Woman detecting that the Soot Pile is present. It will probably help to use a variable for each add that keeps track of whether it's dead (0), a Small Flame (1), or a Soot Pile (2). When you summon or transform them, set them to 1 or 2, and then use a battle event that runs each turn to detect when they're dead and return them to 0.
I made the triggerable skills of both the Small Flame and the Soot Pile happen while they're still alive so that it'd be easier for you to detect when to do them. When detecting that an enemy died in RM2K3, I know there are problems with detecting what type of enemy it was before it died. This method should make that easier.
As always, if you run into problems, let me know! A lot of the time I can help you with them, and a lot of the other time I can tell you how to change the fight to get a very similar result within whatever limitations you have.
Okay, there might be a few problems. Because I use a strictly turn-based system, additional speed doesn't translate into moving more often.
Also, the animated monster plugin that I'm using breaks the transform function when used, so the only way to replace fires with soot piles is by killing off the fires and then unhide or revive the soot pile beneath it. Which means I'm limited to having only a max of 3 fires on the field at a time (1 boss, 3 fires, 3 piles (since 8 is the maximum amount of enemies allowed)).
Another thing I don't know how to deal with is with making fires turning into soot piles, or soot piles activating their effect, if I use one of my character's AoE attacks, since RM2K3 can't detect the use of individual skills.
One other question, how do you make enemies absorb an elemental attack?
Ignoring the current issues it's a cool idea, but I think having only a max of 3 fires on the field might actually be better, since the boss will have a better chance of pulling off her Meteor attack that way (waiting for 7 to spawn might be too long, or give the player too much of a chance to deal with them in time).
I'll see what I can do with your idea. It might not be possible to do everything you wrote there, but getting something similar like it should not be too much of a problem I hope.
Also, the animated monster plugin that I'm using breaks the transform function when used, so the only way to replace fires with soot piles is by killing off the fires and then unhide or revive the soot pile beneath it. Which means I'm limited to having only a max of 3 fires on the field at a time (1 boss, 3 fires, 3 piles (since 8 is the maximum amount of enemies allowed)).
Another thing I don't know how to deal with is with making fires turning into soot piles, or soot piles activating their effect, if I use one of my character's AoE attacks, since RM2K3 can't detect the use of individual skills.
One other question, how do you make enemies absorb an elemental attack?
Ignoring the current issues it's a cool idea, but I think having only a max of 3 fires on the field might actually be better, since the boss will have a better chance of pulling off her Meteor attack that way (waiting for 7 to spawn might be too long, or give the player too much of a chance to deal with them in time).
I'll see what I can do with your idea. It might not be possible to do everything you wrote there, but getting something similar like it should not be too much of a problem I hope.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Turn-based, huh? I guess you're not strictly using the default battle system in RM2K3. OK, we can compensate for everyone being the same speed, and for only having a maximum of 3 flames. Not too hard.
- Since there are only three flames at once, they're going to need more HP. Enough HP to survive five hits should be fine. This will make it almost impossible to kill them before the next one is spawned, which will make area attacks useful.
- Make them start at about 80% to 90% HP now. This should cause the fire skill to still heal them to full health.
- Since the boss will be using its scorch attack much less often now, it can be stronger. The only reason it was so weak was because it was being constantly used over and over really fast. It should be pretty powerful now.
- It would be possible to slow the flames down so they only attacked every other round, by having them spend every other round restoring their MP. But it's probably not worth it now that the boss's scorch attack has been made to hit harder. Just make them do a more normal amount of damage every round.
- The way the ash piles work is just absolutely not going to work in a turn-based system, sadly. The player and boss targeting them both become way too difficult. I'll need to redesign it:
- Instead of exploding into ash piles, just make it so when the small flames are healed to full by the player, they instantly attack+silence the enemy party and heal+unsilence the player party. Name the attack something like Lens Flare or Eclipse, so that it doesn't sound fire-elemental.
- Instead of having the boss heal the small flames on one round and utilize the ash pile on the next round, just have it happen all in one round, since there are no ash piles any more. The boss will get one skill that heals a small flame to full HP, uses the Lens Flare or Eclipse skill against the player (damaging+silencing the player and healing+desilencing the boss), and then despawns the small flame. This is unfortunately kinda a lot of stuff to do in one turn; sorry!
- Since there are no longer any soot piles, it's no longer possible for the boss to get a lucky turn in before the player and use Smoulering Wind with a soot pile in Phase 3. The means that the boss can no longer desilence herself during phase 3, so make sure Meteor Barrage is usable while silenced.
- Even though there are no soot piles any more, and thus your technical problem is solved, I would definitely still only have a maximum of three flames now. The boss's slowness makes it problematic to have more than that.
There's a tab in RM2K3 where you can set the A B C D E numerical values for each element. I think it's the Attributes tab. If you set E to -100% for fire, then any enemy with E resistance to fire will absorb fire spells.
- Since there are only three flames at once, they're going to need more HP. Enough HP to survive five hits should be fine. This will make it almost impossible to kill them before the next one is spawned, which will make area attacks useful.
- Make them start at about 80% to 90% HP now. This should cause the fire skill to still heal them to full health.
- Since the boss will be using its scorch attack much less often now, it can be stronger. The only reason it was so weak was because it was being constantly used over and over really fast. It should be pretty powerful now.
- It would be possible to slow the flames down so they only attacked every other round, by having them spend every other round restoring their MP. But it's probably not worth it now that the boss's scorch attack has been made to hit harder. Just make them do a more normal amount of damage every round.
- The way the ash piles work is just absolutely not going to work in a turn-based system, sadly. The player and boss targeting them both become way too difficult. I'll need to redesign it:
- Instead of exploding into ash piles, just make it so when the small flames are healed to full by the player, they instantly attack+silence the enemy party and heal+unsilence the player party. Name the attack something like Lens Flare or Eclipse, so that it doesn't sound fire-elemental.
- Instead of having the boss heal the small flames on one round and utilize the ash pile on the next round, just have it happen all in one round, since there are no ash piles any more. The boss will get one skill that heals a small flame to full HP, uses the Lens Flare or Eclipse skill against the player (damaging+silencing the player and healing+desilencing the boss), and then despawns the small flame. This is unfortunately kinda a lot of stuff to do in one turn; sorry!
- Since there are no longer any soot piles, it's no longer possible for the boss to get a lucky turn in before the player and use Smoulering Wind with a soot pile in Phase 3. The means that the boss can no longer desilence herself during phase 3, so make sure Meteor Barrage is usable while silenced.
- Even though there are no soot piles any more, and thus your technical problem is solved, I would definitely still only have a maximum of three flames now. The boss's slowness makes it problematic to have more than that.
author=MilenninYou don't need to detect when the player performs a skill. You only need to detect when the enemy's HP changes. Run a battle event each turn that checks the HP of each flame that's alive. If a flame is at full HP, make it use its attack, heal the player, and despawn it. (If we were still using the soot piles, you would do the same thing for them - just use a battle event to check if their HP is less than full. But we're not using them any more, so it doesn't matter!)
Another thing I don't know how to deal with is with making fires turning into soot piles, or soot piles activating their effect, if I use one of my character's AoE attacks, since RM2K3 can't detect the use of individual skills.
author=Milennin
One other question, how do you make enemies absorb an elemental attack?
There's a tab in RM2K3 where you can set the A B C D E numerical values for each element. I think it's the Attributes tab. If you set E to -100% for fire, then any enemy with E resistance to fire will absorb fire spells.
Sounds like a solid design that should be possible to put together in my combat system. Looking forward to working on it once I finished mapping the whole dungeon. Thanks a lot for the ideas for the 2 bosses.
Oh, I didn't know that was possible, lol. That's pretty cool.
author=LockeZauthor=MilenninThere's a tab in RM2K3 where you can set the A B C D E numerical values for each element. I think it's the Attributes tab. If you set E to -100% for fire, then any enemy with E resistance to fire will absorb fire spells.
One other question, how do you make enemies absorb an elemental attack?
Oh, I didn't know that was possible, lol. That's pretty cool.
I've got a Wyrm Warriors boss request for you, LockeZ :D
Ratty designed an awesome optional dungeon, the Quartz Quarry, which lets you shift between past, present, and future versions.
As for Ratty's description of the Boss, it's "Perhaps a boss that is easy to defeat, but must be repeatedly faced in the "past", "present", and "future" settings of the dungeon. It would appear like a humanoid, goddess like creature made out of quartz. That, or we can screw having a boss for this dungeon."
Rather than skipping the boss, (or rather, possibly 3 minibosses) I think this idea has a lot of potential. ...I'm just not coming up with anything good for them ^^;; So I wanted to ask for your help.
Party would be: Andri, Rackward, Lorence, Rosie, Kathleen, Anna, Jolanta, Blaïze, Geebone, Hitori, and Nira.
Thank you very much ^_^
Ratty designed an awesome optional dungeon, the Quartz Quarry, which lets you shift between past, present, and future versions.
As for Ratty's description of the Boss, it's "Perhaps a boss that is easy to defeat, but must be repeatedly faced in the "past", "present", and "future" settings of the dungeon. It would appear like a humanoid, goddess like creature made out of quartz. That, or we can screw having a boss for this dungeon."
Rather than skipping the boss, (or rather, possibly 3 minibosses) I think this idea has a lot of potential. ...I'm just not coming up with anything good for them ^^;; So I wanted to ask for your help.
Party would be: Andri, Rackward, Lorence, Rosie, Kathleen, Anna, Jolanta, Blaïze, Geebone, Hitori, and Nira.
Thank you very much ^_^
I'm posting here, so I can find this topic later when I get nitty-gritty for designing battles and bosses.
One question though: Despite my characters' skills for the most part designed already, do you usually design the players' skills/abilities first (so that they have plenty of options) and then design bosses and battles around what the player will likely have at that point in the game to combat the boss?
One question though: Despite my characters' skills for the most part designed already, do you usually design the players' skills/abilities first (so that they have plenty of options) and then design bosses and battles around what the player will likely have at that point in the game to combat the boss?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yeah, I start with the player's abilities first and then do the enemies after. You have to start somewhere. Either side of the battle (player or enemies) will become much easier to design when the other side is already done, so it makes sense to do the smaller side first. Though I do design the player's abilities with some basic ideas of the kinds of challenges I want to use in potential bosses (and normal enemies) in mind. So I'll give three of the classes MP drain skills so that I can make enemies that rely on MP, or give the main character a buff-dispelling ability so that I can make enemies that buff themselves, etc. And often I'll go back and modify the player's skills later (or add weapons and consumable items that do what I need).
Unity, I promise I'm not ignoring you, I just haven't had time because I released a new beta version of my own game.
Unity, I promise I'm not ignoring you, I just haven't had time because I released a new beta version of my own game.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Sorry for the delay. Time Boss incoming.
Tried to come up with a mechanic that could be consistent across all three time periods while still turning them into three distinct fights. You will end up fighting this boss in the future first, then the present, then the past. They'll be three distinct battles at different points in the dungeon, but the battles will be linked via the boss banishing some members of the player party to other time periods.
Time Boss - Future
- Has enough HP to make sure it always lasts at least 8 rounds, and usually longer unless the player goes all-out offense.
- Gets two actions per turn.
- His first action always goes first, before anyone else. His second action goes at a normal time during the round, according to his speed.
- First action: Every other turn, the boss uses the skill Send Back in Time on a random member of the player party. This skill will be used a maximum of five times during the battle. The targeted character will be removed from the battle and from the player's team. You can either make a random party member take the banished character's place in battle, or let the player change it manually on the next turn, whichever your party-changing script supports more easily.
- First action: On turns when the boss doesn't send someone back in time, he uses Undo, reversing the last action the player performed on the previous round. If possible, it would be fantastic if this played the animation of that skill backwards. If not, just show a clock winding backwards.
- Second Action: Randomly uses one of the following skills.
- Doomsday: Fast-forwards to the end times, destroying the planet. The boss and all players take big damage, but not deadly. Four round cooldown.
- Reset: Dispels all buffs from a character.
- Clock Drop: Clocks fall from the sky, dealing light physical damage to two characters. This should do just enough damage that it would be deadly to most characters if they took damage from both this and Doomsday without healing in-between.
- Slow Burn: Deals light fire damage to one character and drastically lowers their speed, causing them to almost certainly act last. Slow status lasts two rounds. Similar damage to Clock Drop.
- Stasis: Deals light electric damage to one character and paralyzes that character for one round. Similar damage to Clock Drop. (If the boss is too difficult, change this ability to only inflict paralysis and not deal damage.)
Time Boss - Present
- Extremely similar fight to the future version.
- Keep track of what round the characters in the future battle were banished on.
- Make them reappear on the same round in this battle. So if during the future battle Rackward was banished on the fourth round, he'll rejoin the party during the fourth round of the present battle.
- Of course, to make room for them, the boss will banish someone else. He uses the same skills in this fight, including Send Back in Time. Whereas in the future battle the banished characters had to get replaced by whoever you had left on your team, in the present battle, any character who is sent back in time is immediately replaced by someone who has been sent from the future.
- Ideally, it would be nice if the characters who appeared mid-battle had the same status effects they had when they disappeared in the first battle. However, this may be impossible in your battle system, and it's not really necessary.
Time Boss - Past
- Extremely similar battle again.
- The boss no longer uses Send Back in Time. He hasn't learned that spell yet at this point in his life, I guess? Or maybe this battle takes place at the beginning of time? Whatever.
- The characters that were sent back in time in the present battle will reappear in this one on the same rounds that they disappeared, just like last time.
- However, since no one is getting banished, the characters that reappear will need to go into your reserve units, not into the active party.
- On the turns when the first two versions of the boss would have used Send Back in Time, this version uses a new skill, Countdown. However, unlike Send Back in Time, which is used a maximum of five times per battle, the boss will keep using Countdown every other round until the end of the battle.
- Countdown inflicts an unremovable status on one character that lasts 5 rounds. When the countdown reaches zero, the character takes more damage than they can easily survive, but it should be just barely survivable if they're at full HP and defend, if they have proper armor.
- This final version of the boss should have about twice as much HP as the first two versions. This is partially to make it feel like the real final boss of the dungeon, partially to give the player some time to fight with their full party, and partially to make absolutely sure that everyone who was banished in the present version has time to reappear in this fight before the battle ends.
--------------
Of course, this leaves the problem of what to do if the player tries to leave the dungeon halfway through. Having to do the normal battles inside the dungeon with five fewer characters is one thing, since you can balance them for that, but some players might want to leave and do a different sidequest, especially once they realize they're going to have to use only part of their party. You *could* just make the player finish the dungeon to get their party back, of course. But if you find that distasteful, here's an alternative:
If the player leaves the dungeon between bosses, the characters who were banished should be waiting at the entrance, about to enter it, and confused as to why you're leaving the dungeon when they think they haven't entered yet.
"<Banished Character>! There you are! We thought you were gone forever!"
"What? Why would we be gone?"
"Didn't the boss send you through a time portal?"
"What boss? We haven't been inside yet. Were you inside already?"
"...Um. You know what? Never mind. Let's get out of here."
And then when you re-enter, they'll just vanish in a puff of logic.
Tried to come up with a mechanic that could be consistent across all three time periods while still turning them into three distinct fights. You will end up fighting this boss in the future first, then the present, then the past. They'll be three distinct battles at different points in the dungeon, but the battles will be linked via the boss banishing some members of the player party to other time periods.
Time Boss - Future
- Has enough HP to make sure it always lasts at least 8 rounds, and usually longer unless the player goes all-out offense.
- Gets two actions per turn.
- His first action always goes first, before anyone else. His second action goes at a normal time during the round, according to his speed.
- First action: Every other turn, the boss uses the skill Send Back in Time on a random member of the player party. This skill will be used a maximum of five times during the battle. The targeted character will be removed from the battle and from the player's team. You can either make a random party member take the banished character's place in battle, or let the player change it manually on the next turn, whichever your party-changing script supports more easily.
- First action: On turns when the boss doesn't send someone back in time, he uses Undo, reversing the last action the player performed on the previous round. If possible, it would be fantastic if this played the animation of that skill backwards. If not, just show a clock winding backwards.
- Second Action: Randomly uses one of the following skills.
- Doomsday: Fast-forwards to the end times, destroying the planet. The boss and all players take big damage, but not deadly. Four round cooldown.
- Reset: Dispels all buffs from a character.
- Clock Drop: Clocks fall from the sky, dealing light physical damage to two characters. This should do just enough damage that it would be deadly to most characters if they took damage from both this and Doomsday without healing in-between.
- Slow Burn: Deals light fire damage to one character and drastically lowers their speed, causing them to almost certainly act last. Slow status lasts two rounds. Similar damage to Clock Drop.
- Stasis: Deals light electric damage to one character and paralyzes that character for one round. Similar damage to Clock Drop. (If the boss is too difficult, change this ability to only inflict paralysis and not deal damage.)
Time Boss - Present
- Extremely similar fight to the future version.
- Keep track of what round the characters in the future battle were banished on.
- Make them reappear on the same round in this battle. So if during the future battle Rackward was banished on the fourth round, he'll rejoin the party during the fourth round of the present battle.
- Of course, to make room for them, the boss will banish someone else. He uses the same skills in this fight, including Send Back in Time. Whereas in the future battle the banished characters had to get replaced by whoever you had left on your team, in the present battle, any character who is sent back in time is immediately replaced by someone who has been sent from the future.
- Ideally, it would be nice if the characters who appeared mid-battle had the same status effects they had when they disappeared in the first battle. However, this may be impossible in your battle system, and it's not really necessary.
Time Boss - Past
- Extremely similar battle again.
- The boss no longer uses Send Back in Time. He hasn't learned that spell yet at this point in his life, I guess? Or maybe this battle takes place at the beginning of time? Whatever.
- The characters that were sent back in time in the present battle will reappear in this one on the same rounds that they disappeared, just like last time.
- However, since no one is getting banished, the characters that reappear will need to go into your reserve units, not into the active party.
- On the turns when the first two versions of the boss would have used Send Back in Time, this version uses a new skill, Countdown. However, unlike Send Back in Time, which is used a maximum of five times per battle, the boss will keep using Countdown every other round until the end of the battle.
- Countdown inflicts an unremovable status on one character that lasts 5 rounds. When the countdown reaches zero, the character takes more damage than they can easily survive, but it should be just barely survivable if they're at full HP and defend, if they have proper armor.
- This final version of the boss should have about twice as much HP as the first two versions. This is partially to make it feel like the real final boss of the dungeon, partially to give the player some time to fight with their full party, and partially to make absolutely sure that everyone who was banished in the present version has time to reappear in this fight before the battle ends.
--------------
Of course, this leaves the problem of what to do if the player tries to leave the dungeon halfway through. Having to do the normal battles inside the dungeon with five fewer characters is one thing, since you can balance them for that, but some players might want to leave and do a different sidequest, especially once they realize they're going to have to use only part of their party. You *could* just make the player finish the dungeon to get their party back, of course. But if you find that distasteful, here's an alternative:
If the player leaves the dungeon between bosses, the characters who were banished should be waiting at the entrance, about to enter it, and confused as to why you're leaving the dungeon when they think they haven't entered yet.
"<Banished Character>! There you are! We thought you were gone forever!"
"What? Why would we be gone?"
"Didn't the boss send you through a time portal?"
"What boss? We haven't been inside yet. Were you inside already?"
"...Um. You know what? Never mind. Let's get out of here."
And then when you re-enter, they'll just vanish in a puff of logic.
I'm new here, just read this and wanted to say you've made some really interesting ideas for me to... "Politely adapt"...to this game I'm working on. It's open world and I wanted some variety of boss favours other than difficulty scaling, and this is the jackpot.
If I have any questions about bosses I found my first stop.
Once again, really nice work here and I appreciate having this be an open forum to sample.
-SP
If I have any questions about bosses I found my first stop.
Once again, really nice work here and I appreciate having this be an open forum to sample.
-SP
















