Author Topic: Help Making a Memorable Boss Fight  (Read 496 times)

Legacy_neonscale

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Help Making a Memorable Boss Fight
« on: February 13, 2011, 09:11:52 am »


               I know my way around most of the basics and use a tool to help script my events, but there's one thing I'm not sure about - and that's making a 3+ phase boss encounter.
To explain the kind of effect I am going for, I'll use a boss fight from one of my table-top games and hopefully someone can tell me the ways to make that happen efficiently.

The party walks into a room.  There are six statues, three on the north wall and three on the south, and a tree on the far side of the room.  The room is also covered in grass, shrubs and moss, as though it were an exterior.
If the players touch anything in the room, phase 1 begins.

PHASE ONE:

The heads of the statues detach and start flying at the players bashing and attacking them.  Once all six are defeated, a loud voice tells the players to leave.  Phase 2 begins.

PHASE TWO:

Some of the grass and dirt on the ground, on the side the players entered, turns into an Earth Golem and begins attacking the players.  Once the Earth Golem is defeated OR if another player gets too close to the tree at this point, phase 3 kicks in.

PHASE THREE:

The Tree is revealed to be a treant and starts fighting the player group as well.  Once the treant is defeated, phase 4 starts.

PHASE FOUR:

A titan appears in the middle of the room and must be engaged in dialogue.  This becomes about skill checks, and if the checks fail, the titan becomes angry and kills them.

...
Phase 1-2 is the really tricky part, and I cannot figure out if I should do that with local variables or even how to do it with local variables if I should.  I also don't know how to make skill checks in dialogue, which is odd, because apart from variables... setting things up in the toolset is easy as pie for me.

I basically need to find a way to make sure each phase of a bossfight is complete and then start up a new one when it is.  With a counter for instances like phase 1 of the fight I described and making a skill challenge part of the over all experience in the module I am working on.

I hope someone can help please.
               
               

               
            

Legacy_ehye_khandee

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Help Making a Memorable Boss Fight
« Reply #1 on: February 13, 2011, 02:50:21 pm »


               

neonscale wrote...
To explain the kind of effect I am going for, I'll use a boss fight from one of my table-top games and hopefully someone can tell me the ways to make that happen efficiently.

The party walks into a room.  There are six statues, three on the north wall and three on the south, and a tree on the far side of the room.  The room is also covered in grass, shrubs and moss, as though it were an exterior.
If the players touch anything in the room, phase 1 begins.

PHASE ONE:

The heads of the statues detach and start flying at the players bashing and attacking them.  Once all six are defeated, a loud voice tells the players to leave.  Phase 2 begins.

the STATUES should be NPCs you make, two versions of them, the first with heads, apply stoneskin effect and cut scene freeze to each as it spawns, be sure there are no scripts on this version. The second version is in two parts, the head which is actually a creature all to itself with invisible body parts save only the head, this would have all your usual scripts on it too. The other half is the same as the creature described in the first half but with an invisible head type. When PHASE 1 begins, your script should destroy the six STATUES of the first type, and create in their location the pairs (head&no_body, and no_head&body). The on_death script of the heads should increment a 'dead_head' counter (I'll just keep truckin like there was no pun there at all) - when this counter >5 you can trigger phase 2.

neonscale wrote...

PHASE TWO:

Some of the grass and dirt on the ground, on the side the players entered, turns into an Earth Golem and begins attacking the players.  Once the Earth Golem is defeated OR if another player gets too close to the tree at this point, phase 3 kicks in.

There is a animated dust vfx that might be nice to trigger during the 'animation of the golem', followed by spawning in of the actual golem. Lightening vfx might also be a nice touch. The golem's on_death script should trigger phase three

neonscale wrote...

PHASE THREE:

The Tree is revealed to be a treant and starts fighting the player group as well.  Once the treant is defeated, phase 4 starts.

Again a simple lightening vfx, DestroyObject() on the placeable tree, followed by spawn in of the monster treant would seem the simple solution. the on_death of the treant should spawn the titan in the middle of the room, and also cause that titan to dialog with the party leader as you'd indicated. Skill checks can be handled within the convo with ease, there are many standard nwn scripts that you could use for this.

neonscale wrote...

PHASE FOUR:

A titan appears in the middle of the room and must be engaged in dialogue.  This becomes about skill checks, and if the checks fail, the titan becomes angry and kills them.


Hope the outline helps. If you need each script written you could request each one here as needed, else, just follow the outline and I'd bet you might find scripting these easier than you originally thought.
               
               

               
            

Legacy_neonscale

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Help Making a Memorable Boss Fight
« Reply #2 on: February 14, 2011, 10:09:19 am »


               very helpful, cheers.  but how do i make the counter?  As a local variable on an object (like the tree)?