Saturday, May 14, 2016

Cube-Hard (2) Remake Progress - Boss Redesign

I've created more concept for my game project CH2R, as now I've created new boss designs. They differ in one way or another from their original ones.

Cube-Hard Remake

The first boss in Cube-Hard (Remake) is Solid-Cube 555. I usually mix up the dash in the middle... It played like follows:

* The player wouldn't be able to react quickly enough to avoid being killed right away. Wont' be repeated.

* The boss has 20 hitpoints. All drained away quickly by jumping on it.

* To get on it, the other side must be reached first.

In the Remake (planning):

* The boss has more distance from you, giving you more time to react.

* The battle ends after reaching the end, possibly with Solid-Cube falling into a giant hole.

* I'm not purposely trying to copy Super Meat Boy, okay?! This was just an inspired idea!


Next is B. O. A., which means Ball Of Acid. And, yeah, I'm definitely ripping off SMB, now...

* The player jumps on the boss to take 1 hitpoint away. You could keep jumping on it, but it could bring problems.

* After being hit enough, B.O.A. sends a key after the player, which unlocks the cannons on the ceiling. This is repeated 6 times, as all keys are present.

In the Remake (planning):

* I still haven't thought up a new method, but I think of changing the cannons to something else...?

* B.O.A. can attack you if you keep jumping on it for too long.


Then there's Bouncy Worm King, the boss of World 3...

* It would move diagonally and approach the ground, giving the player a chance to hit it.

* At first, it would approach a saw after hitting the ground, giving little time for the action above.

In the Remake (planning):

* It would bounce by gravity like all the other Bounces.

* It'd separate its tail to make it difficult for you.


Then there's the Monster, first seen in the intro and then as a boss in World 4.

* It would fly towards you in a room filled with saws and fire.

* Jumping on it would be very difficult.

* There's a way to beat this boss with ease in Wonder Mode.

In the Remake (planning):

* Change the battle to be a bit more fair for the player.

* The area would be smaller and the Monster would move freely instead.

* It could possibly spawn enemies at you.


And the final boss of Cube-Hard, Dr. Villain. As I made him, I didn't have a name so I thought one up. Also, he's not supposed to resemble Dr. Fetus from SMB...

* He would run across the level and bounce off the fire, shooting rockets in a steady timing.

* You had to jump on him 60 times, and because he randomly picks a direction to run at afterwards, it makes the battle even longer.

* He would send a seeking key to unlock the cannons at the sides, shrinking your ground.

In the Remake (planning):

* He wouldn't use a rocket launcher himself. He'd run across the screen and activate different traps.

* When he's stunned, he'd be open for 10 hits, taking away 1/5 of his health.

Cube-Hard 2 Remake
Modification 1 - Wider base
Modification 2 - Slight size change on left caterpillar track

First up is CH2's first boss, Blue Box in the Underground. The boss played out like this:

* Blue Box was open for attack whenever it didn't flash red. (with Dr. Villain waving his hands in panic inside it)

* Hitting Blue Box when flashing results in Bob getting killed.

* Bue Box has 100+ but it loses 5+ whenever hit. (every boss has 100+ in the beginning)

* After losing 25+, Villain would activate the furthest deactivated Danger Blocks to shrink the area.

* After losing 50+, Blue Box activates a mechanism that drops blocks form the ceiling whenever Blue Box hit the walls. (Obviously, the falling blocks CAN KILL BOB)

* After losing 75+, Villain activates all possible Danger Blocks, making survival quite difficult.

In the Remake, I was planning it to go somewhat like this:

* The battle is pretty much the same, with a few exceptions.

* Blue Box is bigger, so I might design the room better that Bob doesn't end up killed so easily.

* Making the fight easier; falling blocks only in Allu13 Difficulty.

* I might add a Charge attack for Blue Box. MIGHT.

* Blue Box has an entrance sequence as well as a defeat sequence.


Next is Pointy Edges, boss of the Factory.

* Pointy Edges was out of Bob's reach unless he fell down from the platforms.

* Falling down means instant failure.

* This boss was beaten by dropping crates of TNT ON it. Simply dropping it to Pointy Edges's level wasn't enough. Getting hit took away 7+. That means it requires... 15 hits.

* The Spikes are the only threat and obstacle in Bob's way to beat this boss.

* After losing 50+, Pointy Edges would speed up to make it a bit more difficult. Honestly, I don't know which is harder to hit; a slow target or a fast target.

In the Remake, I was planning it to go somewhat like this:

* Pointy Edges could possibly move around instead of horizontally at the bottom.

* Redesign has custom spikes for a reason. I didn't want to use Spikes for the boss's design again.

* I added eyes for fun. Speaking of which, I think I'll make Villain look at Bob at all times (except when hurt).

* I might give a completely different method to defeat this boss. (If so, it will not be spoiled anytime soon)


Then, there's Blast Course, the boss of Abandoned Wing. It just might be my (second) favorite boss of the game.

* Blast Course would move like Pointy Edges, but at the top.

* Blast Course would rapidly fire plasma shots from the top, making it difficult to move around.

* Method of defeat was to have TNT crates dropped on Blast Course's power supplies which were located at the far ends of the room. This would take away 5+, just like with Blue Box.

* After losing 50+, Blast Course would malfunction and go crazy, increasing movement speed and fire rate, making the fight difficult to continue.

In the Remake, I was planning it to go somewhat like this:

* The battle might just end up similar to the original.

* After losing 50+, Blast Course would use powerful beams instead of shots.

* The fight might include either an additional method or an entirely different one.


And last but not least, Lightning Bulb, the final boss at the end of the "Final World".

* A boss you can't hurt right away. You have to wait for the lightning to backfire.

* Hitting when stunned took away 10+. That means 10 hits.

* After losing 50+, Lightning Bulb has longer patterns, releases lightnings from both sides and creates Spikes when hitting a wall.

In the Remake, I was planning it to go somewhat like this:

* Lightning Bulb would have more electric attacks to use, maybe in a random order.

* Lightning Bulb would be able to jump, not only to distract Bob, but also for possible bomb drops.

* Lightning pattern is different, making it shorter and possibly more challenging.

I guess that's all for now.

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