Paper Prototype - Boss Fight
Role
Technical Designer
Team Size
2
Duration
3 weeks
Tools
Overview
Planning of boss Design
I began by designing three distinct phases for the boss. The first two phases featured falling stones and homing missiles respectively, while the final phase combined both elements. From the summary, I then crafted a detailed rendition, elaborating on each stage and their seamless transitions to the subsequent phases.
The last thing I did was to create flowcharts of the full boss fight.
Prototyping
Using the flowcharts, I designed the various phases as custom events. These events recur until the player reduces the boss's health to a predetermined level, triggering the transition to the subsequent phase of the battle.
Itterations and Polish
For the whole boss I've incorporated exposed variables for the boss's health and duration of each phase, facilitating real-time adjustments during testing.
After preparing the boss for testing, I went and got some friends to playtest. They tested the boss, and I made real-time adjustments based on their feedback. The only adjustment required was shortening the duration of each phase, as playtesters felt they were too lengthy and believed the game had ended before reaching the final phase.
The last step involved using Blender to design assets for the boss’s lair and integrating them into the game.