Tuesday, 16 October 2012

Boss idea - A golem turned sword sheath...


A novelty but also good idea for a boss that I had, I'm thinking of using this as a boss in the group project, obviously the whole thing would in general need to be dumbed down to be feasable!


Bonus Boss > Golem Lord

Reward for defeating boss > Excalibus sword

Description: A being of ancient myth, folklore branded this being as an abomination of natures force incarnated. The truth of this beings nature and rise from slumber lies in the legendary sword stuck in its back; it seeps energy into the beings long dormant core, essentially providing it with a recharged battery!

Plot twist> Novelty
 Killing it gains you the immensely powerful Excalibus, but removing the sword causes a paradox; the world of King Arthur and your own get entwined, you must then create a mission to replay the events prior to your arrival that brought the golem to its existence, failure to do so will see you rip apart the fabric of time (that might postpone your marriage further!).

Side-quest> Collect
You must find several shards that help to reassemble the pile of rocks, you must then reposition the sword within the golems back.

Reward> Loot> Excalijunior
You have to sacrifice Excalibus to get this sword (not that you had a choice). Excalibus was to overpowered for your main adventure anyway, but this sword should still be quite useful.

So I scanned this idea in and started working with it a bit, feel I've got a long way to go before it really starts to show its potential but here's where I'm at so far;
Mainly smoothing out and adding in some different colour mixtures, need to experiment more and add a lot more depth to the character design before it really has the level of detail I want in it. Good thing is that I'm learning the importance of shades and gradually learning how to reflect that understanding in my work.

One way to make it more relevant for a game scenario on the level we're making could be to purposely lose detail and relevant sizing through pixelation. Stretching, minimalism and resizing might lower the detail enough and make it fit in with the retro feel we're probably aiming for.

This is a really poor example as the way I was doing it meant detail wasn't lost, but what this kind of points out is the point I'm trying to make about retro suitable character design; it's not just about the detail that is there or missing, it's also about the scale and sizing ratios, most retro games tend to have a squished and sometimes widened character base, it's more beneficial for hiding small defects and skipping on detail I guess, as you have to remember retro games are hardly meant to be known for hi-def graphics.


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