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Brittany Sewers, Boss Fight
July 28, 2016
An evil ritual in the heart of the Brittany Sewers. Click for a larger image.
A great evil lurks deep in the heart of the Brittany Sewers. Exploring deep into this massive underground scene reveals greater and greater challenge, culminating in a unique boss fight.
Entry Highlights
- Scene creation (includes blockout, final worldbuilding, POI design, compass markers, ambient music, ambient FX, path grid implementation, storycraft, ambient lighting, interactable lighting, swimmable water, etc.)
- Player spawning design (includes propping for spawn points and resurrection points)
- NPC design (includes creation and placement of enemies, quest contacts, merchants, trainers, tutorial NPCs, and utility NPCs, as well as patrol paths, ambient emotes, and visual variations)
- Combat design (includes incidental battles, triggered battles, wave battles, boss fights, and quest-related activities, and may include player abilities and NPC abilities)
- Propping (includes creation and placement of interactables, breakables, secret panels, readable books, player-placeable decorations, debris, flora, rocks, etc.)
- Rewards and collectables design (includes creation and placement of harvestable resource nodes, incidental gear and treasure, quest collectables, Easter eggs, etc.)
When the players drop into boss fight room, they'll see several shadowy figures performing an arcane ritual in the center of a cavernous room, complete with candles and corpse. They may soon realize they've entered a room with only a single locked door past the ritual at the far end of the room. They need to deal with the ritualists if they want to escape, but none of them seem happy to entertain visitors.
Approaching the ritualists starts the fight scenario--the entry is blocked (no reinforcements allowed!) and the enemies begin fighting. When the ritualists are defeated, another, greater threat appears out of the sewer water: animated skeletons. Defeating the skeletons catches the attention of their three masters, the ultimate bosses of the room.
Dying at any point resets the boss fight scenario, but defeating all enemies opens up the locked door mentioned above. Past the door is a tunnel that leads to a treasure room and an exit back to the main tunnels of the sewer.
Keith designed the boss fight, room and its new combat system which is used to manage waves of enemies and the rewards following the defeat of each wave (for example, unlocking a door).
Tags: boss fight, Catnip Games, game design, multiplayer, Portalarium, quest design, single-player, wave battle, worldbuilding