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Boss design comprised of about 20 hours of "research"

  • orochii
  • 09/28/2016 05:05 AM
  • 1911 views
You know, some people say "inspiration comes from observation", right? Yeah! It sure does. But then you feel you're doing nothing and guilt starts to bite your toes. BUT YOU MUST RESIST! Looking these indie horror RPG lets plays is research!

(I often have close to zero stamina, so... sorry! I play very few games, I watch these gameplays just before sleeping, at my phone).


Yes! I understand! Goddamit!


I've been watching Contra, some Castlevania, Metroid, Ninja Gaiden, Shinobi, Locomalito games (his clones are superb! Maldita Castilla, Curse of Issyos, etc)... Harmful Park... Lifeforce too. I've been researching boss battles from these games. I'm looking for big bosses, and I hope to make patterns that feel organic. For one side, a pattern that lets you adapt, but also that you NEED to continue adapting constantly.


This is Locomalito's Super Cyborg. I need to rewatch it because is absolute greatness.



This is also a great source of inspiration, Harmful Park. I'm wondering how much bullet hell can I throw into a regular player... Problem will be RPG Maker's choppy movement, which is (sadly) still the base of the game. -_-


Then another aspect I've been researching is indie horror games. The intention is to achieve a good ambience. Something not all indie horrors do particularly good but since they're made with RPG Maker, is kind of looking at what has been made already. Another thing I'm planning is giving some thrills to the player, but I'm hoping to evade using some kinds of cheap jumpscares, like SCREAMERS. And of course, maintain consistency with the setting, and play around with the empowering aspect of having a working gun that can kill whatever moves. I'll be playing with passive thrills mostly, building ambience, and by the way I know what's the next thing I have to study: P.T. and Silent Hill.

Next topic, I've been designing the bosses appearances. I will share some images later on, or maybe not, I can't decide if leaving them secret or not, it's different seeing them in paper to experiencing it in-game but... anyway! Let's leave something for a next blog!

Here are some other sketches for now.


I then vectorized this in Inkscape and used it as the game logo/icon. I love fetuses! I like going to biology labs because of their specimens <3.



And this is a general outline for the map. It features all four sections, and their "intersections". I'm using Portuguese words for names. I thought it could be... funinteresting?


I don't know what else to share and I'm tired so... byes! ;3

Posts

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Cap_H
DIGITAL IDENTITY CRISIS
6625
A good one.
I'm glad, you mentioned Locomalito and his games.
And portuguese is a sweet language. It should work out well.
Yeah, I enjoy a lot Locomalito's games, either playing them or watching them. I've played a small portion of MANOS, Verminest, Maldita Castilla and Hydorah. And recently watched some of Curse of Issyos and Super Cyborg. He's a very cool guy, his "clones" are more like remixes, so his "Contra" clone has more than just Contra inspiration, and so on.

I'm using Portuguese to name things. The four sections names are Carmo, Saudade, Duda and Nil (which is not Portuguese but anyway). Then the four intersections are Suor, Chama, Aragem and Terra. And the protagonist's name is Alex (from either Alexander or Alexandra, not really Portuguese neither but it's used, all I wanted was an unisex name) but it's probably never going to appear in-game.
I recommend checking out some of the bosses from Okami. They might also give you some ideas since they're very fitting to the game but also quite different from each other, involving different play aspects but still being coherent with the overall gameplay.
Oh yeah! Okami! Thanks for the suggestion Libby :^3.
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