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Wizard boss design guidelines
Jay Garcia edited this page Dec 10, 2019
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2 revisions
These characters serve the main boss. The hero encounters this boss in an "arena" style environment. The arena should not exceed the available play field size (320x224).
There are four elemental bosses: Water, Earth, Fire and Energy
Spawn -> Attack mode -> Death
- Walk N frames
- Cast projectile spell
- Wizard teleports to the top of the play field
- Shoots 1 - 3 projectiles at player in .5s increments
- Walk N Frames
- Cast invisibility & pillar spell
- Boss becomes invisible, player must doge 3 - 6 "pillar" attacks.
- Boss reappears on play field somewhere within camera view, within the top 3 tiles (96 pixels)
- Repeat
- Enemy Sprites (64 x 64px)
earth_wizard.bmp
energy_wizard.bmp
fire_wizard.bmp
water_wizard.bmp
- Sprite size is
128px x 128px
- Idle Frame is
2
- Wizards can walk up, down, left and right. While they are walking, they are vulnerable to attack.
- Once Wizards are done moving, rest on idle frame 2 (face the player).
- Wizards have two attacks: Projectile and Pillar
- Wizards will spawn at the center-top of the screen, facing the hero
- Walking down
0, 1, 2, 1
and repeat
- Walking right
4, 5, 6, 5
and repeat - Walking left (mirror right)
- Walking up
8, 9, 10, 9
and repeat
- Cast Projectile Spell: (80ms)
1
, (250ms)3
, (80ms)7, 11, 12, 13,14, 15 [spawn projectiles], 3,1
- Cast Teleportation spell: (80ms)
1
, (250ms)3
, (80ms)7, 11, 12, 13,14,15
, (pillar attack),
- Cast Projectile Spell: (80ms)
1
, (250ms)3
, (80ms)7, 11, 12, 13,14, 15 [spawn projectiles], 3,1
- 1 to 3 projectiles fired at player
- Wizards can only shoot projectiles DOWN towards player. This gives the player a strategy to
- Files `_projectile.bmp
- Shooting
0, 1, 2, 3, 4
- Impact player
5, 6, 7, 8
- Files
<energy>_pillar.bmp
- Shooting
0, 1, 2, 3, 4
- Impact player
5, 6, 7, 8
- Tile sheet
Using death mid_boss_explosion.bmp
, animate 10 frames of the animation sequence around the hit box of the MB.
Layer up to 3 explosion animations at a time, with a 3 frame offset.
Timeline looks something like this.
0, 1, 2, 3, 4, 5, 6, 7
., ., ., 0, 1, 2, 3, 4, 5, 6, 7
., ., ., ., ., ., 0, 1, 2, 3, 4, 5, 6, 7
After 7th cycle, stop rendering boss
Continue rendering explosions for 3 more cycles
Example of the cycle (crude)