| 10-30-2008, 07:38 PM | #1 |
Incredible Bosses
Basic ThemeBy: Rover2341 The Theme of the game is to take on the boss as a group. Where teamwork is the key. It is meant to be learned over time and not all figured out in one try. Before each Boss they will have time to stock up on items and equipment. It would also give them time to customize there hero by using their skill points. After every boss they would get a rank on how they will did. And if they defeat all 5 bosses they can send in the replay and ill add it to the list of the players who won the game. Game Step By Step Step 1(Begin Round) Pick Mode Pick Hero Step 2 (Battles) Safe Zone (Buy stuff And use Skill points) Boss Fight If win, run step 2, but new boss. If there are no bosses left. Go to Step 4 If lose run step 3. Step 3 (Lose) Show Stats, Say you lose, and End game. Step 4 (Win) Show Stats, Say you win, and End Game Modes Very Easy Easy Normal Hard Very Hard Heros Warrior The Warrior is tough opponent that does well in large battles and is a true protector. Priest The Priest heals injured friends while also can call help from the stars. Mage The Mage is a very powerful in large groups and can call from the element of lighting. Ranger The ranger is fast moving fighter that can capture its enemys in nets, and also has very explosive attack. Shaman The Shaman is known for its raging attack speeds and Fury Strike. Safe Zone The safe zone is used before every boss. You are in the safe zone for 45 seconds that you have time to use shops or upgrade. You may also plan your strategy for the upcoming boss here. Shops Shops are used for items, equipment and temporary power ups. Upgrades Upgrades are permanent; they require 1 skill point per upgrade. And they may be upgraded 10 times for each type. Bosses Robot This Boss is a robot that can shoot lasers and missiles. It also can make worker Robots in the battle, to build generators that power towers. Mage This Boss can cast from all the elements. It also has the power to clone a hero and have it fight against you. It also has Magic towers that gain magic power over time, if there all fully powered it will open a portal. Pirate This Boss can strike you with hes sword, throw bear at you, and even call from the creatures of the sea to help him. He also has a friends trying to get to there cannon towers by boat. Possessor This boss can take control of a random player, and turn them ageist the team. Send freighting ghost out and shoot waves of darkness. And can give you the kiss of death. Dragon This boss shoots fire, and can claw its enemys. It also lays eggs. Things that are applied to All Boss Battles Cash Drop Drops 10 coins worth 5 gold each. Drops 1 coin per 10 seconds. Angry Boss For every percent the boss is hurt hes spells will do that much percent more damage. Phases All Bosses will have 5 stages. They will start at stage 1, but will get stronger as the stages go by. The boss will only go up stages if the players cant stop the way they charge. Spell Repeat All Bosses cant do the same spell twice. Boss Cast Time All Spells Have at least 1 second cast time. Rank Rank S No one Died Rank A 1-2 died Rank B 3-4 died Rank C 5-6 died Rank F 7 or more died Overall Ranks This will be shown at the end of the game. Commands Camera Modes Stats Looking For Feed Back 1.What do you think of the concept of Incredible Bosses? 2.Do you feel this is too much copying the idea of impossible bosses? 3.Do you have any hero or boss suggestions? 4.Is This Post Clear? 5.Any other suggestions of comments. Note:At this point the game is just a concept, i am collecting feedback to see if people think about it and trying to make a estimate of how long the game would take me. This is just step 1 of my planing phase, in other words it just shows the major concepts. I am currently working on my next planing phase where it has all the hero's spells boss spells ect. Side Note:The concept of this game is very much based off the game called "impossible bosses" But i am hoping to make the game in my own light. With all different bosses, all different hero's, ect. But still using things that worked well in its game like Coin drop, and ranks, and perhaps even the way you pick your hero. If anyone is interested in more info here is my current plans for it here. a bit more detail, but understand that this is just a outline and things arnt balanced for it yet. just concept ideas. |
| 11-12-2008, 03:00 AM | #2 |
Looks like a copy of impossible bosses, however, doesn't mean it's a bad thing! |
| 11-12-2008, 06:01 AM | #3 |
Is there anything that makes it at all superior or different from Impossible Bosses conceptually? |
| 11-12-2008, 07:11 AM | #4 | |
Quote:
D and E are letters. Also, I think you should involve more factors. e.g, higher score for faster runs. Higher score for less mana used. Etcetera. Oh, I don't mean to sound like a crude person, but good luck competing with Obsidian Depths. |
| 11-13-2008, 10:47 PM | #5 |
"Is there anything that makes it at all superior or different from Impossible Bosses conceptually?" Basicly the game is the same genre. Like How there are alot of Tds, but many have there own take at it. Some things to compare would be. Same Pick a Hero, Upgrade your hero is some of the same ways, fight a boss, re upgrade hero with boss drops or ect. Different Most of the heros spells, All the bosses, how they upgrade, all the boss drops. In impossible bosses you can make your self immune to any type of damage for a few sec, With this game you can do magic immune for a few sec or physical immune for a few sec. and if you do magic immune your amount of physical damage is increased by 100% to you. In impossible bosses you Mostly just focus on the boss with other elements that can hurt you. In this game there will be other elements in every boss, that they make the boss stronger in some way. For example, in impossible bosses they do there ult over time, and can have it reduced by atting the boss. In this game the other factors like robots building generators arnt kept in check then the boss will do hes ult. In Conclusion Its very much the same idea, but i fell it has enough of a twist, I even asked the maker of impossible bosses, and he said it sounded like i wasn't copying hes game, and that it would be cool too see other games of the same genre. "I think you should involve more factors" Ya perhaps, thats just a vague outline. That isnt something i would be worried about at the moment. Alot bit more info on a thread that was a bit more active is here http://www.thehelper.net/forums/show...ight=rover2341 I haven't quite started the project, because i am still working on the planing of everything. I also dont know if i am ready to commit to the time it will take to make this game, and my poll here sadly has 50% saying don't make this game. so not sure yet. But still planing it out. |
| 11-14-2008, 01:27 AM | #6 |
Yeah pretty much just like Impossible Bosses, except you have fewer heroes. |
| 11-14-2008, 05:59 AM | #7 |
Thats fine if you see it that way i wont fight you on that. But i have more heros in mind and drawn out just not posted. Is mine as much the same as other TD's are to other TD's or is it more the same? I just see mine as the same genre. But thats fine. |
| 11-14-2008, 06:29 AM | #8 |
The fact of the matter is that thus far, there is nothing conceptually different from Impossible Bosses that you have mentioned. Different heroes, different drops, different bosses are all superficial differences. If that's what you want to change, that's fine. But unless you put in an incredible level of polish and everything is just done in a generally superior way to Impossible Bosses, you won't have anything that will really be particularly highly thought of on your hands. Perhaps, I'm being too harsh, but I'm not feeling in the mood to beat around the bush. By my previous question about conceptual differences, I meant the following: "Are there any fundamental differences in your map from Impossible Bosses that change the way that it is played or that innovate the genre in any way." Your "additional factors", which I'm still a bit unclear about are a good start, but it really might not be enough to distinguish your map. To use your TD example, yes there are many TDs, but most of them are trash. There's nothing innovative about most of the Maul TDs, for example. They all take a similar terrain to the original Wintermaul, change the races, and "GO!". And sure, if a TD is incredibly well done (Burbenog, for example), it can be refreshing and it doesn't matter too much that there's nothing innovative about it. However, maps that have some fundamental difference from the rest of the genre are the ones that tend to stand out for the most part. The most common genre that falls into this trap is the AoS. An incredible number of mapmakers (including myself in years past) look at DotA (Or even ToB, DoE, or AotZ) and say either, "I wanna make a map like that," or "I could make a map better then that," in some respect. And then they jump straight into production, cranking out heroes and recipes like there's no tomorrow. Not many of them stop and think, "What could make this map original or innovative from the genre it's in." There are tons of DotA clones floating around on Battlenet, which change nothing, and none are very highly regarded among mapmaking communities such as this one. My point is that when you're making a map, and are still in the conceptual stages, you should take a look at your inspiration (I suppose that's Impossible Bosses in this case). You should think not about how you can make your map the same as your inspiration, but how you can make it different. |
| 11-15-2008, 12:33 AM | #9 |
Ok, I agree with you. and ill do my best to try to make it as much different as i can. Also as you said even if its well polished it can stand on its own but thats really only half the battle. I bet that i could come up with enough changes to give the game a different feel, And have key points run fundamentally different. I do have a start on it, with the bosses not only be different but functioning in a different way. But pretty much your right its the same idea, with changes that arnt big enough to make it stand on its own and not fell like a copy. But this is only a draft, and this is why i wanted to draw it out ahead of time so i could see these issues before i make the game. I will Spend some time Trying to Altar my draft and improve uniqueness. Thanks for your advice, some times it hard hearing the truth but i am very happy you "didn't beat around the bush" about it or i wouldn't be getting good feed back. |
