Tuesday, August 4, 2009

To Mick: A Descent Boss Concept

Hello viewers, this short post is ment for Mick West. But I wont stop you other viewers from reading this. Well, Mick...sense you are in the video game industry I thought of a descent idea for a boss monster. I thought that you would like to hear it...I basically took the basic concept of Legion (or Grandfalloon as he is also known as) from the Castlevaina Series and made it into a sort of puzzle, tetris-themed boss.

You see, this boss monster would sort of be one of those "Giant Radioactive Space Flies from Nowhere" kind of bosses. Ie, the bosses that random make their short debut as a final encounter in a dungeon or level but have no real significance to the plot. Sort of like Dead Hand (Boss of the Bottom of the Well mini dungeon and mini-boss of the Shadow Temple) from the Legend of Zelda: Ocarina of Time. You see, Legion was a Cthulhu-Type enitiy surrounded by a sphere of featureless humanoid monsters. But what if we take away the corpses and replace them with Tetris Blocks? Now the appearance of this monster's shell would be similar to that of Ozma (the super boss of Final Fantasy IX), but instead of just a swirling mass of color, it's a swirling mass of Tetris Blocks. The bottom side would be of a darker hue while the upper would be of a lighter hue. Each semi-spherical mass of blocks would be spiraling in opposite directions giving it a psychedelic edge.

Now the arena would be a large...hm, let's say 100ft by 100ft giving you some space to move around in. Now sometimes a block would drop down from the mass and it would fall to earth. As the player you would have to push and arrange the blocks so that as they fell they would create a wall that extends from one side of the room to the other. This creates a mighty blast of energy that shoots upward incinerating the creature's defences greatly if it wanders into the blast. All blocks used to create the wall are subsequently incinerated as well. So it's basically 3-D Tetris with the occasnal netherworldy tentacle that launches down from the mass to pick you up and throw you agianst the spiked wall. After you deal enough damage to one side of the sphere, it inveters on it's self and vice verse until at least 70% of the blocks are destroyed and the core monster transfigures the remaining blocks into large green venomus looking insects that swarm around the master enity. These bare an uncanning resemablnce to the aliens of Space Invaders

They shoot small jets of acid at you, so you have to kill them. But the master creature will constantly produce more and more of them. So you have to attack the festering pours that dot it's alien body until you destroy them all...killing it.

Of course an orchestral, trans-Siberian version of Korobeiniki will be playing through out the battle and will be slowly growing more intense throughout the fight as you expose more and more of the creatures true body. The transition would be similar to the Hall of the Mountain King's. At first it would be just a soft piano version, but as more and more the tetris blocks fall apart...the orchestra kicks in slowly until it's a booming symphonic masterpiece when the master creature emerges from it's shell...

Personally I think that it's a really cool idea, but I don't know. Sense your the expert on these things...I thought that I would get your ipion.

6 comments:

  1. Sorry I did not see this until now, but we just got back from our internet-challenged trip to London.

    Stylistically I think it's an excellent concept. I like the two layers - Tetris to Space-invaders. You could even extend this concept to additional classic games for more powerful versions of the boss - like add an Asteroids sphere, where you cliud maybe stand on the surface of the sphere avoiding and slashing/shooting asteroids.

    So it's a great concept - very original. You'd now need to figure out how it integrates with the actual game mechanics. Is this is a Zelda style game? How are the blocks moved exactly?

    Maybe some sketches would help clarify it?

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  2. I like you idea with the different layers of the sphere. As for the style, camera-wise it would be more RE4 style (if you haven't played/viewed any footage, just look it up on youtube and you'll get a vage idea of the camera angles). Now, the final layer could be a sort of Donkey Kong Style layer in which the sphere ultimatly explodes dropped a sort of tower-like sturctuer.Atop is the actual boss monster throwing massive barrels at you down the steep spiraling passage downward.

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  3. As for the blocks moving, the standerd Zelda push/pull mechanism featured in the 3-d games.

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  4. I sounds great. Do you have any diagrams?

    So you going for a career in game design?

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  5. Unfourtantly no, I do not have the techonology to scan pictures and post them on the internet. I'm not planning on going for a career in game design per say, I'm planning on becoming a sound editor for Sqaure-Enix. However, once I get to Davinic I am planning on starting a video game design team called Nietzsche Wannabes, it would be a club more than anything else in which we try to create a small game, possably an IPhone App. While I would like to have my team create a game with a similar style to the moblie edition of Re4...it isn't likely.

    But my extremely hyopthetical goal is to create a game with the overall mechanics and combat system of Re4 but with the puzzels and atmosphere of Myst.

    I'm planning on placing myself encharge of sound editing, conscept art and layout editing.

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