Advertisement
Guest User

Untitled

a guest
Mar 31st, 2015
212
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.35 KB | None | 0 0
  1. Dungeon Concept
  2.  
  3. In this one dungeon, you'll need the aid of a dungeon item/device found in the dungeon to defeat the boss. Typical Zelda.
  4. However, what makes this dungeon different is the fact that the dungeon boss is actively prowling the dungeon looking
  5. for intruders. When encountered, it's an unwinnable fight. Run away or be killed. (Preliminary ideas include a monster that
  6. can return Al-Luhaidan's magic and is unreachable to Ceilidh's melee maybe due to constant flight) (New Edit: You probably could fight the boss when he encounters you and
  7. be able to repel him if you're powerful/skilled enough. I'm not going to make it easy though.) There should be some specific chase battle AI! To better the pacing of
  8. the dungeon, it will be sandbox-ish with no loading areas.
  9.  
  10. Ideas:
  11.  
  12. - The boss shouldn't be the only unique innovation on the Zelda dungeon. The dungeon itself needs to be memorable
  13. in puzzles and layout. Probably make it tower-esque/vertically-oriented so jumping from tall heights plays a role in
  14. escaping from the boss. So I'll have to think of the dungeon itself.
  15. - When the device to best the boss is finally obtained, if you encounter it again while going through the dungeon you'll be able to get the upper hand. The boss will leave before things escalate.
  16. - Hmm. If you do encounter it before you make it to the ultimate showdown room with the boss and you punish it with the weapon, the fight in the final showdown will be harder than if you went to the boss room without encountering it and using the device. The boss will prepare countermeasures. I think it'll be fun to let the players figure that one out. Also, you could run away from the boss while still having the item and he won't be harder in the final battle if you don't use it against him. The key is whether or not the monster knows you have that item or not by deciding to use the item on him or not. I should add more weight to this decision by having the chase AI be challenging and aggressive. Of course, the enlightened boss final battle should be notably harder on the flipside of decision.
  17. - Since the general idea of the overall game structure is to find dungeon items in minidungeons before going to the dungeons that need them, this particular dungeon will be accessible to the player from early in the game. However, the difficulty level of the enemies should be high to compensate.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement