Do you make custom bosses?
#16
Posted 20 September 2004 - 05:16 PM
I'm going to put costom bosses in my game.
#17
Posted 28 September 2004 - 09:27 PM
Good custom bosses make a quest much better. Of course cb making is not for anyone. One needs to have very good ideas, good ZQuest knowledge and loads of patience to be able to create good custom bosses.
I always try to add custom bosses here and there if I feel need for it. Just a moment ago I was working on a pretty nice custom boss. I tested it, and it was buggy as hell. But when I fix those bugs, it will be a much more interesting experience than fighting against a basic Gleeok or Manhandla.
#18
Posted 28 September 2004 - 09:31 PM
Orginality
#19
Posted 28 September 2004 - 09:47 PM
I've done a few custom bosses back in "The Day." But sometimes, I just get completely fed up with them. They take so long to make, assemble, operate, .. and even then, you have to figure out what's happening on each screen. It gets far too complex for my walnut-sized mental capacity.
#20
Posted 28 September 2004 - 10:01 PM
#21
Posted 28 September 2004 - 10:05 PM
I'm going to put costom bosses in my game.
While I am not in any way disagreeing with you, I wanted to point out that Aquamentus is such a weak enemy that the only time it is any challenge at all is very early in the game.
- Magic Shields block its fire, which is the only thing challenging to dodge.
- It takes only 6 hits with the wooden sword.
- It's easy to bomb (2 hits).
- It's even easier to shoot with an arrow (3 hits).
- It only does 1/2 heart damage (with breath, not sure about touching it)
So really, if the player has any chance at all to buy items or find heart containers, Aquamentus can't really be a challenge.
That said, I am going to save most of the original ZC bosses as mini-bosses, in Dance of Remembrance. Only nasty stuff such as Gleeok 2 will have any chance of becoming a main boss. Even that I might still make it a mini-boss, since it would appear as late as level 7.
Good luck with your custom bosses, Mike.
Edited by Radien, 28 September 2004 - 10:07 PM.
#22
Posted 17 October 2004 - 10:47 AM
The only real issue is its incrediabilty ( cant speel ) hard to make the boss fairly diffecult. Most of the time they are either super hard, or super easy. It does add some uniqeness to the game. If people dont want to do it, they dont have to, but i think it makes the game a little more intersting.
#23
Posted 17 October 2004 - 04:22 PM
Edited by Hergiswi, 17 October 2004 - 04:23 PM.
#24
Posted 18 October 2004 - 03:25 AM
You'd be amazed, actually... I just finished my first level, and not counting the cut scene that's going to play after you get the Triforce item (not done yet), I've already used 17+ DMaps!!!... And go talk to PolygonX8: in one of his upcoming projects, he was expecting to need as many as 300!!
I don't know how much I'm going to use up in the way of map, combo, or tile space, but I think I can safely say that the number of DMaps available will definitely be an issue I have to consider.
True, true. The real problem in my very small amount of experience is making them unpredictable. If their pattern repeats too predictably, the player need only find a "safe spot" and cling to it.... or sometimes just run up to the boss and button-mash.
I have yet to run into the problem of making a custom boss TOO hard, but after playing through Alundra for PSOne, I can easily think of a few surefire (and extremely annoying) methods...
#25
Posted 18 October 2004 - 07:25 AM
BTW: Is the minimap jumping thing really annoying to players? My quest has many instances of this. Doesn't bother me, because it would be too much hasle to fix this. So, I just ignore the Map Jumping around. Of course, I don't allow this when exploring dungeons, but when a player isn't I don't think players would mind. It's just a little odd, I guess.
#26
Posted 18 October 2004 - 07:38 AM
That's a good question and I'd like to know as well what people think. MMDWR has tons of custom bosses and during the boss fights there is always "minimap jumping". But no one has complained yet, so I guess people don't mind. Actually, if you think about it, it's a good thing that the dot jumps around. If the boss doesn't have a life meter, it doesn't matter much since when the dot moves the player can tell that he moved to the next stage of the boss.
About DMaps, as Radien said, they can run out EASILY! I've already ran out of DMaps in DWR. 256 just isn't enough these days. Some custom bosses take many DMaps, and if you have many custom bosses in your quest, you'll notice that it is a good idea to use DMaps wisely.
(I cannot start my next quest project before we get more DMaps. I'd need at least 400... and more shop types and... ok, I won't go off topic.)
#27
Posted 18 October 2004 - 11:08 AM
Maybe, I think I can manage to finish MtPP without them. MtPP is about... 43% complete and I've used 112 DMaps. Ouch, that'll probably double, but then... it might not as I have most of the areas made. Most of the DMaps come fro msave rooms, refill rooms, item acquisitions, bosses, etc.
Speaking of which, MtPP demo 2 is out... not sure if many noticed, but it's way down in the custom quest discussion now.
And Petoe, for areas that use the same music, try to have them on the same DMap, regardless of map jumping. Players should not really care about the map-jumping, but everything else... gameplay, graphics, music, etc. I'm doing my best to conserve them as well. At least we have several maps.
I get map-jumping as well, but nobody should complain about it, seriously. There's even map jumping in MXL/MtPP when getting items, because there are two copies of the original screen with the item on it. The first one has pits at the edge of the screen and trigger perms everywhere else on the screen. When you come on the screen, it warps you to the second which has the item. Side warps are put so this screen leads to the original if you leave. When you grab the item, you hit a pit under it and get warped again to a different DMap with the acquisition theme. Then, when you walk away after the text appears, you'll warp to the original screen and hit the trigger perms which get rid of the pits... thus, no more item description.
Yeah... off topic, but I felt like sharing it.
When it comes to custom bosses, I figured out a method of my own to doing them (Happyman also said it's' how C does his bosses). Using timed warps, damage combos, and pits to your advantage.
I'd explain it, but I might be caught by my computer teacher. I can just say, use custom bosses! I hope once I finish Ridley, it inspires many ZQers and encourages them to make their own custom bosses.
#28
Posted 18 October 2004 - 02:01 PM
#29
Posted 20 November 2008 - 12:33 PM
#30
Posted 20 November 2008 - 12:40 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users