Creating a boss for the point & click style gameplay


Designing a boss character for our game that fit the same scale as the main character -


We are adding in a new enemy boss for the demo scene, with new challenges, additional polish and optimisations, and more details added to the city scape. More interactable gameplay elements and the start of our storyline will also be added to this version of the demo.


THE CHARACTER DESIGN

In terms of design the character had to still have that imposing feel in it's design as well as how it fit into the game play, and being that it's supposed to be a boss at the end of a level it would need to also feel powerful. 

Boss Design

The design needed some menace while still fitting in with the art style and the tone of the already established character, a mix between goofy and dangerous. 

THE MECHANICS & GAMEPLAY DESIGN

Taking the player's movement and attacks being tied into the left and right mouse buttons, this means that the limited player mobility needs to be considered when designing the boss attacks and how to fight back. Obviously we want a challenge as well still so some abilities that can take advantage of these weaknesses in the player will help create a powerful force for the you to fight.  As the player movement is cumbersome we felt that having the player move about would help make the boss fight seem more intense, so prolonging that with the boss being able to heal and being part of the objective for the fight allows the fight to feel larger in scope and add more depth to hopefully make it more enjoyable. 

Files

Squidstribution Demo V.1 28 MB
Jun 21, 2022

Get Squidstribution Demo

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