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mechanics:boss_fights

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mechanics:boss_fights [2025/03/05 23:15] coppercrusadermechanics:boss_fights [2025/03/05 23:23] (current) coppercrusader
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 ===== Notes ===== ===== Notes =====
   * Bosses will be located in dedicated boss chambers, which are pre-generated into the world.   * Bosses will be located in dedicated boss chambers, which are pre-generated into the world.
- +  * Boss chambers are locked until the appropriate conditions have been met (e.g. quest completion or item used). 
-===== Trello Notes ===== +  * Once the boss fight starts, the chamber is locked until either the player or the boss if defeated. 
-= Spawning = +  * Bosses have multiple fighting phases
- +    * Each phase has a set of attack patterns. 
-Quest tied to a trigger toggles boss fight +    * Attack patterns increase in deadliness and complexity in successive phases. 
- +    * Each phase contains at least 1 vulnerable state the boss can enter, which allows the player window of opportunity to damage the boss an extensive amount. 
-Trigger is a static entity that is interacted with to summon the boss +    * Until the vulnerable state is reached, boss fights consist of dodging attacks and dealing chip damage. 
- +    Attacks are mostly choreographed with visual indicators that show their shape and AOE, unless they are traditional projectiles. 
-Short cut-scene when boss summons +  * After defeat, the boss drops experience and a rare catalyst for use in the next crystal attunement. 
- +  * The player is also rewarded with an [[:ancient_fragments|ancient fragment]] which unlocks the next portion of the map, raises the max level cap, and furthers the main story quest line.
-Boss will prioritize spawning above of and in line with the player and on screen +
- +
-Boss bar will show up and boss music will start +
- +
-= Fight = +
- +
-Attack patterns will begin +
- +
-If the boss has multiple phases, attack patterns will become harder each phase +
- +
-= Phases = +
- +
-Set of attack patterns they can choose from +
- +
-At least 1 vulnerable state the boss can enter +
- +
-If it is a subsequent phaseplay transition animation (particles, color changes, animations, cut-scenes) +
- +
-Fighting is mostly about dodging attacks and dealing chip damage until the boss is in a vulnerable state, when the majority of the damage will be dealt +
- +
-Attacks are mostly choreographed with visual indicators that show their shape and AOE, unless they are traditional projectiles +
- +
-= Defeat = +
- +
-Defeat animation (particlescolor changes, animations, cut-scenes) +
- +
-Drops the catalyst for the next level +
- +
-XP is rewarded to the player +
- +
-Quest is completed+
mechanics/boss_fights.1741212915.txt.gz · Last modified: 2025/03/05 23:15 by coppercrusader