What makes a good boss?

We could have more brainstorms like we did in this thread, it's very useful to improve our projects :)
I would like the next topic to be about enemy grouping....
This topic would do your sorx project justice since you added so much to that game
 
every time someone says "2.5D", a baby panda dies.
Think about Pandas...

Yeah, that kind of gets on my nerves too. Doubly so when they're talking about side scrolling games where the world is 3D but the assets are bitmaps (as in, about 90% of what we do here). I like to call it Pseudo 3D in my head, but the correct term is Forced Perspective.

Whoever came up with "2.5D" needs to get smacked in the head. The only thing you could remotely describe as 2.5D might be something like Guardian Heroes or Fatal Fury where you have access to two or more static Z positions.

DC
 
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@DCurrent @O Ilusionista @Grit

I always thought that term only applied to games and remakes of games that use 3D polygon models for characters and levels, but keep a side-scrolling "flat gameplay"

examples:





That's what it was originally used for yes, but it's just a made up phrase with no real meaning.

It doesn't account for the game world and the projection being two very different things. OpenBOR uses flat bitmaps to project the world (or a few scripted polygons if you are a maniac), but it is 100% a 3D world. Castle of Illusion is projected with three dimensional polygonal models, but it is a 2D world. I supposed 2.5 is a fair enough description, but it's not technically correct, and since then has become grossly misused.

DC
 
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2D and 2.5D were terms used back in early 90s where I'm from to describe games since river city and battletoads mixed things up prior to Sony changing things now I'm saying this under correction as wrong it seems now it made sense to me as a kid who only cared about how a game play then.
If we can let's keep it on the topic though...
I think bosses perform better with more restrictions in games like sunset riders over beat em ups but I'm bias since vs games were my thing then.
 
and since then has become grossly misused.
I can only imagine your frustration when words like making mods not games or when the term 2.5D is thrown around.
I'm learning as I go about my way here so I appreciate how knowledgeable you and the rest of your peers are here.
 
My bad about derail. It seems most of us are more or less in agreement about bosses. Challenge, but the right kind of challenge. I just thought of another one that's fun and tough, but fair. The Mad Predator from AVP Arcade. He can wreak your world if you don't pay attention, but he fights just like you do, takes you one on one, and the gimmicks he does have (firing from the rail, invisibility), aren't super cheap and make perfect sense.

He's exactly what would happen if any of the selectable players were under AI control, and it's an awesome fight. Most players end up going through a couple of quarters on him, but after enough practice you can make him look like a chump... exactly how it should be.


DC
 
after enough practice you can make him look like a chump
I actually had an idea for a game built around MADP when I first came across Openbor...
The initial idea was to replace the bosses in Cadillacs and Dinosaurs with Madp and have him switch up his moves throughout the game...
It's called Cadillac and Predators.
Madp was infected with the alien so he approached the doctor to remove it at a cost but Madp would be on the run from the other predators and Dinosaurs offer predators the best excuse to be say "time to hunt"
I ditched the idea for but might return to it after I'm done with world warrior, most of my concepts have everything...I just require the skill to create it.
Raging predators move gif was something I actually wanted as instant cheap game over move.
Predator have the tech to pull off the raging demon move followed by a throw like Norris in fightNrage but ending off with a torso splitting stab.
The sprite sheet was limited so I figure I put the project on ice. Caddilacs probably one best games to balance range and melee attacks next to that armored warriors, in Openbor avengersBF does this very well.
 

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IMO, good bosses are those that invite players into strategizing, either offensively (maybe the boss only takes chip damage, so using breakouts or powerful moves would be a waste of resourcres, or maybe bosses get invulnerable after taking damage, so you'd prefer to strike as hard as possible) or defensively, giving a challenge that is not a simple matter of beating a HP sponge to death or evading OHK attacks.
 
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