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« Forum Index < The Aeon Development Board

Silver
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Sunday, November 29 2009, 12:14 am EST

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Really... I mean like, at least 95% of my favourite games have bosses. I understand the idea you don't have a weapon (which is pretty annoying for me), but like there is a puzzle where you have to get damaging objects into the correct place, and then set them off so they damage the boss. And maybe make the bosses not usable in user levels. Oh yeah, and part of the puzzle is to use all of the weapons on the field/screen to kill the boss, otherwise the boss doesn't get killed. So you basically have to think out how to use all of the weapons without wasting them. And let's forget about weak points, seriously, this is a platformer game...
Isa
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Sunday, November 29 2009, 12:24 am EST
No. I'm an octopus.

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Seems to me that if we really wanted a boss level, we could make a speed cave where you dodge arrows, and finally getting to shoot some arrows on your own to kill the boss.

Not in favor of the idea though.
Livio
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Sunday, November 29 2009, 12:26 am EST

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I'm not sure bosses would work in Aeon. It's not like Mario where a large part of the game is avoiding death by enemies. Aeon is more about dealing with traps and stuff in the surround environment so bosses wouldn't be very relevant
Isa
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Sunday, November 29 2009, 12:32 am EST
No. I'm an octopus.

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I figure that if we put some serious work on the graphics we could make it a kind of metal speed cave, where you have to escape the traps from a machine of some kind, and in the end the boss is destroyed by some dynamite crates.
Bmwsu
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Monday, November 30 2009, 3:17 pm EST

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I really don't think that boss levels would go well into this game.  Like what Isa said, might sorta be a way, but I don't think it would look or fit into it well.  And why is there a big monster, when you are more trying to avoid them?


Yaya
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Monday, November 30 2009, 3:22 pm EST

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How bout a treasure chest that moves and you have to touch it to kill it? Doesn't sound very boss-ish, but it could work. Honestly though, I find bosses pointless.



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jellsprout
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Monday, November 30 2009, 3:24 pm EST
Lord of Sprout Tower

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REJECT


Spoiler:
Bmwsu
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Monday, November 30 2009, 3:31 pm EST

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Yaya, we are doing power switches.

I think so...


Yaya
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Monday, November 30 2009, 3:36 pm EST

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'Bmwsu' said:
Yaya, we are doing power switches.

I think so...


I don't see what that has to do with anything, but as for bosses, REJECT



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Harumbai
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Monday, November 30 2009, 6:38 pm EST
[|]-X-[|]

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Lots of games that have bosses are fighting games and you have to beat a harder than normal monster, but usually there is only one of this big monster, since hannah doesn't fight this wouldn't work like that.
We could have some big monster that shot something at you and you had to dodge it and get to a higher floor and drop a boulder on it or something or using cutscenes there could be an evil thing that sets off a dynamite chain and the level starts with the fire not far behind you.  


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Quirvy
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Monday, November 30 2009, 7:11 pm EST
  

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Bosses, no, but boss levels, sure. And by boss levels, I mean levels that are larger/harder than the other ones around it. Nothing to do with fighting some big dude that's hard to kill.



spooky secret
shos
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Tuesday, December 1 2009, 5:02 pm EST
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REJECT
._.
as quirvy said. bosses, no. boss levels - of course. and i don't mean harder - i mean BIG levels.  


jazz
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Tuesday, December 1 2009, 6:25 pm EST

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I just think a super-enemy which attacks you have to avoid while you play the level is the closet thing I can think of for a game like this. Only if we made an RPG game...
Livio
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Wednesday, December 2 2009, 9:26 pm EST

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I just beat the last boss level of New Super Mario Bros Wii, and it was amazing in that it did not involve any actual contact or fighting with the boss itself:
Spoiler: ''About the last boss in NSMBW, if there's anyone out there who doesn't want to read this''
I thought that was a really cool idea, and we could do something like that. Or actually, it would be weird if we did something like that because it would involve events that are not natural to the original style of levels and what the game was built to do.

so yeah, it's unlikely that we'd do bosses
krotomo
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Thursday, December 3 2009, 6:48 pm EST
The Shepherd

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I REJECT this idea. I mean really, about 100% of the games that have bosses have a plot in which you must defeat [blablabla] and save [blablabla] from that [blablabla].
FlashMarsh
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Saturday, January 2 2010, 12:16 pm EST

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I think you should just avoid it and eventually kill it with things in the level like arows and dynamite.
Silver
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Saturday, January 2 2010, 5:28 pm EST

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'guyguyxtreme' said:
I think you should just avoid it and eventually kill it with things in the level like arows and dynamite.


That is exactly what I suggested. And stop bumping up old topics

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