Showing posts with label boss. Show all posts
Showing posts with label boss. Show all posts

10/21/17

Boss: Monitaur, Corrupted AI

I got distracted by South Park: The Fractured But Whole and Don't Starve Together...they're mainly for research purposes.  For example, the first Time power you get in South Park allows you to "reset" event positions.  At a basic level, I could have a parallel process event check if I activate a state or switch to relocate a moved boulder that hogs a hallway.

But anyway, here's a boss to make up for the week:



He would have a different name, but the Monitaur is a two-phase boss you'll encounter in a crashed airship.  His "main phase" is pretty tame, attempting to heal itself and "sanitize" the party one at a time.  However, if an Intruder enemy jumps in, it will "exterminate", dealing damage to the whole party and the intruder.  To make the battle a bit more difficult, Modules will jump in when his HP drops to certain points:  Gun Module will deal damage and Defense Module will negate damage to Monitaur as long as they are active.


10/3/17

Boss: Digita and Halloween Update

In The Fates We Weave, Digita is an AI of a crashed airship.  In the initial draft, she first helps out the party by providing information on enemy nests and activating security measures.  However, when you actually reach her airship converted into a base, Digita is actually storing people and creatures of the island as her purpose isn't to help humans win but to help humans survive, even at the cost of victory.

One of her likely boss battles doesn't have you fight her.  Instead, she sends out test subjects and then inject them with a Mutation that could make them attack twice or unleash a stronger attack.  Her last test subject would eventually be used to test permanent Mutations, meaning this boss has to be defeated quickly.

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...If you noticed the lack of updates for the Halloween game/Repl F, I'm not sure I can continue on this game.  Last week had me extra-busy leaving me little time to fiddle with the game, but I haven't really added much to the game even with the free time.  I believe the problem is that the core mechanic of the game (face-stealing ghosts) and the room progression (looking for treasure) went in opposite directions, and there wasn't any fetishes added in yet when focusing on those two concepts.  With just a month remaining, I don't think I can rearrange the storyline for the best flow.

So instead, I'll have to polish up the dialogue of what I have and release it as an alpha demo.  This means a game without much fetish or story in it, sadly.  Perhaps when next Halloween comes, I'll avoid making the same mistakes again, perhaps start earlier.

9/25/17

Boss: Queen Beezel, the Golden Tyrant

Beezel orders her minions to capture prey from nearby towns, trapping them in wax cells.  She disregards the party even as they break into her home.  When the party confronts her, Beezel sends her strongest minions to fight them.  It's only when they proved themselves before her that Beezel leaves her throne and draws her blades against them.

She was scheduled to show up in The Fates We Weave at some point, but Beezel's concept started way back before I heard of RPG Maker, back in the days of "I'm gonna make epic RPG".

9/8/17

Boss: Archdryad Beryl

Beryl was a planned boss in TFWW's prototype, but story changes kicked her out.  Originally, she would not have been happy about her forest burning down and sought to capture any trespassers in her forest.  Ideally, you would have fought two Dryads and chased the third to her hiding spot.  Beryl is a "buffer" who makes her Dryad much stronger as the battle progresses, so you would have to down the Dryad first and damage Beryl before she can summon another Dryad.

A plan that was scraped in the current TFWW were capturable bosses.  If you could capture them, they could become your party members.  This did mean that Beryl could buff your party or heal with fruits.

8/25/17

Secret: The Old One of The Fates We Weave

If you played The Fates We Weave, there's supposed to be something of a secret boss coded in.  Of course, you can't really defeat him or get anything from him at this time, but I consider getting to him a challenge.


Yr'gnuh is an Old God because there was Old Gods in Bloodborne and Old Gods in Hearthstone; everyone was doing it.  In this game's case, not only did he end up with an interesting animation, but I did a bit of scripting to make him stand out.  Note that the eyes are the bottom of his mouth and he needs no shading.

 How to unlock this boss (Current Demo) with barest hints:

1.  Activate Hard Mode, Vore Mode and Random Trait Mode.  While you might have a chance to get them on a new game, there is a place in the demo you can activate those options.  You have to activate them before finishing the first boss.

2.  Clear the Spider, Cyber Fae and Mudball Nests on Hard Mode to acquire some Wrappers.

3.  Purchase Shrinky Pop.

4.  Use Shrinky Pop on a hidden monster.  Profit.

8/24/17

Battlers: Slime and Boss: Slime Tower

Set (3 x 10, plus 3) : http://www.mediafire.com/file/omdh4sbode6w2s6/Slime.zip

Slimes are the default starters of RPGs, and I ended up making them in different shapes.  You'll also notice that there are three kinds of slimes here.  From the lore of my RPG, the blue slimes are native to the Fantasy/starter continent, while the purple ones are artificially made by the mechanical empire.  The pink ones are slimes that were introduced to the vorish island that the game takes place.


I also planned to have some slime bosses.  This is one version of Slime Tower, which is reasonably named.  He is a bit taller than the RPG Maker battle screen, though from what I planned for him, Slime Tower would fall and split apart, either from a toppling attack or after being knocked over.