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Boss Minigame Concept

Archive: 10 posts


I'm working on a Boss Minigame (Survival Challenge), and was wondering what do players really want to see in a Boss. Does anyone have any ideas--like level of difficulty, multi-stage vs single-stage, destroy with a paintinator vs destroying brains vs a combination of both?

So far my Boss has 3 Stages. To defeat the Boss you must complete all 3 stages, but not in any specific order. That's because I want to give the player a chance, depending on what layer they find themselves on.

Also, I was thinking of using the standard 4-life checkpoint, rather than the double-life 8. I think most average players would lose all 4 lifes against this Boss, but I want the expert gamer to be challenged as well, so I'm concerned about replay value--i.e., how many lifes is a player willing to lose, or how many replays is a player willing to try before giving up on defeating a Boss?

What would be your preferences?

Thanks for any input you may have.
Rick
2010-02-21 19:33:00

Author:
RickRock_777
Posts: 1567


i think a combination of paint and brains would be good maybe somthing different aswell, somthing new.
as for the checkpoint situation, is it a long level ? becasue if i played through a long level and died at a difficult boss, i might not want to have to go through the entire level again.

one thing you could do, is a machine that awards players with points... less death = more points.
2010-02-21 19:40:00

Author:
samalot
Posts: 591


Hi samalot. Thanks for your suggestions.

This is bascially a Survival Challenge, so the only gameplay will be defeating the Boss. I do plan to reward players with every stage they complete, and I will re-emit the Boss after it is defeated, until the player loses all their lives, so there is the possibility of a huge score seperation.

Hopefully my Boss is unique--it definitely looks different than any other Boss I've seen , and I've had a few good comments on it so far.

Rick
2010-02-21 19:53:00

Author:
RickRock_777
Posts: 1567


The boss should have a variety of attacks - something that isn't used very often is smashing/crushing attacks, which may work for your level. If it is a survival challenge, checkpoints won't work very well - you will need to use some complex logic to revert the player to the scoreboard when they run out of lives, logic that should be failsafe with multiplayers as generally people like to play survival challenges accompanied. Also, re-emitting your boss might become repetitive - how about you fight the boss for as long as you can, then die - you spawn above a button which activates a trap above the boss's head which kills it? This way, you can make it gradually become harder and harder.2010-02-21 23:23:00

Author:
Holguin86
Posts: 875


you dont need complex logic fore scoreboards anymore you can activate them with a switch 2010-02-21 23:27:00

Author:
samalot
Posts: 591


I know, but what I mean is that complex logic will be needed to detect how full the limited life checkpoint is, and revert the player to the scoreboard once the lives have run out - which could be problematic when playing with multiple players. Unless you used an infinite life checkpoint that's only available for a limited number of respawns, after which you activate the scoreboard.2010-02-22 00:11:00

Author:
Holguin86
Posts: 875


Thanks Holguin86. The attacks are significantly varied, but as you say, re-emiting the same Boss could be repetitive for the expert gamer. I'll have to see if I can vary the level of difficulty with each emit--maybe that would work.

As samalot said, the scoreboard checkpoint can be activated via a switch...specifically a sensor switch set to inverted and require all for multiplayer. When the player/players is/are no longer in the game, the checkpoint at the scoreboard is activated, and the player/players will re-spawn there.

As a tip, this same principle, a switch activated checkpoint, can be used to create a teleportation device as well.

Thanks,
Rick
2010-02-22 00:13:00

Author:
RickRock_777
Posts: 1567


Does the sensor switch not get deactivated each time the player dies? Or just when the player uses up all the lives of the limited life checkpoint and doesn't respawn there?2010-02-22 13:39:00

Author:
Holguin86
Posts: 875


@Holguin86...

There is a noticeable embedded delay before the checkpoint at the scoreboard activates, so the player will continue to respawn at the original checkpoint until all lifes are lost.
2010-02-22 13:54:00

Author:
RickRock_777
Posts: 1567


Excellent, I've never tried that out before. Might come in useful.2010-02-22 16:07:00

Author:
Holguin86
Posts: 875


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