azb
Level: Disabled
Rank Points: 502
Registered: 03-08-2014
IP: Logged
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Re: King Azb's Arena Development Thread (0)
Maybe, like the voice acting, this is more thinking way too ahead of myself cause I haven't even started Round 8 yet, but I am serious about finishing the rest of the hold and making sure it is a high quality arena instead of rushing the testing process: anyway, I was thinking to plan out the specifics of the ultimate secret badguy boss:
His main attacks should be done randomly or psuedo-randomly, so that it does not become a predictable pattern that is easy to avoid ahead of time, and I am thinking there should be 5 but I am not sure if it would be enough to be a ultra-mega ultimate evil, or if that would be too easy even if done randomly:
* Generate a hot tile directly under the player for a random number of turns, and is only under the player at any given moment and follows them when they move to a new tile, so that no enemies can be killed cheaply.
* Generate and blow up a random number of bombs at a random location within range of the player, although make sure to give them one turn so that the player isn't killed no matter what and
it makes the round impossible. Although this will lead to killing monsters for the player, the bomb explosions are big and bad enough to be a serious enough threat for the player that cheap kills won't matter - the player will most likely die as the algorithm will decide on random spaces close to the player instead of just any random space.
* Generate a random number of spike traps at random locations on every turn they pop up normally, then delete them immediately afterward. Obviously the algorithm will not actively generate it directly under the player as they will have no way to avoid the attack and die immediately, but there is a possibility it will end up under the player as their space counts in the random algorithm. So that there are no cheap deaths there will be a highlight or build marker beforehand indicating where they will appear the next turn.
* Do the same thing as the spike traps idea, but use pits instead so that it kills different types of monsters than spike traps.
* Summon a guard, slayer, or laser cannon directly behind and pointing toward the player.
There will also be special actions for when he defends himself, namely:
* Generate walls to prevent the player from accessing something, like a monster or object of interest. This is like the builders in TCB and Round 10.5, except it is all done instantly instead of waiting for the builders to build the wall slowly.
* Generate an ocean of different types of monsters to defend himself, just like the Necromancer, although he will use deadlier and harder monsters than the Necromancer
* Drop trapdoors remotely to either kill/fall something, or prevent the player from reaching something just like why he builds walls.
* Force the player to lose his sword under specific conditions, like attacking a crucial monster or himself. Note that there are other ways to kill monsters without a sword though, so this wouldn't make the fight impossible.
* Teleport to another location, just like the Necromancer.
One of the last actions he will do is summon briar plants, which you then must use to your advantage to manipulate him so that they trap and kill him, as like the Necromancer he can only teleport to specific locations and so will not be able to teleport out if you do it properly.
Does anybody have any feedback on this idea, if they think the secret ultra boss sounds too hard, too easy or appropriate for a 9 to 10 brain challenge boss?
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