Friday, October 31, 2014

Boss Character Conceptual Design

Since the game mechanic's coming to a close relatively soon, we're beginning our intro into the next project: making a multi-phased boss battle. The first question is posed, however: what makes a boss fight?

Boss fights can be either huge or small, 1v1s between characters. The direction I am hoping to take will be a larger scale one, preferably with two phases to reduce problems, asa huge character can be both tedious to animate, model, and code, but for the sake of this being our first AI-developing project.

As of now, I have two references I really like a lot for directions towards what I'd like to achieve (Just realized they're both basically heads with arms. Talk about coincidence. Was looking into a more whole bipedal approach, though. Either way, these are good references.)

Reference 1:

Wonderful 101 - Jergingha

Fight starts at 18:54 for reference.



Basic map layout:


Reference 2:

Castlevania: Lords of Shadow 2 - Toymaker

Fight starts at 18:48 for reference.



Basic map layout:


I'll cobble together some rough sketches of some designs soon and place them up here at some point. The actual drawing segment for the planning and pre-modeling phase is actually scheduled for another class. I'm just going to doodle some up like my map layouts - super simple, not a lot of work, but gets the ideas across.

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