Above is the concept that I ended up going with. A giant Archdemon with fire attacks, massive strength, and wings.
1. Archdemon (Page 1)
-General Idea/Theme: Giant monster
-Visual Feedback: Roaring, the environment being destroyed,
After you damage his hands enough, he will be knocked momentarily down to your level so you can wail on his head and "actually" damage him.
After you damage his hands enough, he will be knocked momentarily down to your level so you can wail on his head and "actually" damage him.
-Movement Around the Space: mostly the giant, nearly screen sized enemy smashing down onto the player
-Attacks:
1: Fist Smash: Heavy damage dealing AOE attack with growing shadows to show where they are going to land.
2: Flame Breath: Patterns of DOT flames. (Different colored flames will be different patterns)
3: Portals: Open up dark demonic portals in order to spawn in random enemies. Stepping on the portals will slow players but not damage them.
-Three Stages:
1: Fight on the helipad section. Lots of telegraphed fist smash attacks, fists are persistent, you have to hit the fists in order to get the (Helipad is destroyed when the Archdemon gets angry and smashes the helipad)
2: Lowercity: Helipad crash and the player wakes up in the lower city (Adds flame attack then before)
3: Lowercity Crater: Archdemon smashes the central area and opens up the ground; (cracks with lava in them). The cracks can be teleported over.
-Display HP: the monster roars in agony when hit enough. Possibly bleeding (basic particles) environmental destruction
2: Corrupted Magic Man (Page 2)
-General Idea/Theme: Master Magician
-Visual Feedback:
-Movement Around the Space: Floating above the arena and deploying attacks, until vulnerable and floating down to the arena to be hit.
-Attacks:
1: Lighting shower: MANY missile like strikes around the play area. (many small damaging attacks)
2: Portals: Open up dark demonic portals in order to spawn in random enemies. Portals can be destroyed; portals don't damage players.
3: Sweep: Massive, slow moving barrier that player must teleport "through" in order to evade being swiped into dangerous areas/out of zones.
-Three Stages:
1: Helipad: Magic man summons a meteor to destroy the helipad and send the player to the lower city.
2: Lower city: Helipad crash and the player wakes up in the lower city. Adds portal attack to add additional enemies.
3: Multiplicity: The magic man splits into three of himself; increasing the amount of attacks deployed; also adds permanent, non-destructible portals are created to ensure there is A LOT of monsters all over the place. (Only one of the magic men is the real one, the other two are one hit kills that re spawn pretty quickly)
-Display HP: Cape/skin tearing. Bleeding, environmental destruction
Inspiration/Research
"Goliath- Marvel Ultimate Alliance 2" Destroys the stage as you fight him; you can't defeat him until you get to a certain point, and this is after A LOT of environmental destruction and fighting waves of smaller enemies on top of the big boss enemy you must deal with; (More enemies and more attacks to damage you and your team).
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