An idea to make Wily bosses work

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Ixceed
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Joined: Sun Apr 05, 2020 5:33 pm

An idea to make Wily bosses work

Post by Ixceed » Tue Jun 30, 2020 10:52 am

What if, rather than working like robot masters in terms of placement, the Willy Bosses would instead work like the teleporter? Like, instead of just placing normally like a robot master, and have them either get stuck by every little object that is not destructible, or ignore all objects and fly off handle as nothing stops them... How about you could restrict their movement paths through placement points?

Simple bosses like Yellow Devil may not need more than 2 points, the starter working as his spawning area, while the ending point could be like the spot where he will fire his projectiles and eventually take shape in and go back from.

Enemies like the Mecha Dragon on the other hand, could instead have like 3 placement points. The first the spot could be the spawning area where it start its invulnerable chasing section which will end once it reaches point 2. While the 2nd and 3rd points will be where it will start fighting as a boss, but never moving past the space inbetween those two points.

Like with the teleporters, there should be a line that indicates how all the points are connected, but then also give those lines a wide box that is of the size of the boss, so that the GM will not only notice if their movement path crosses more than one area tileset, but also to give possibility for a function where every area that is crossed by the "Bosslines", will be automatically linked upon placement so that it all can work as one big boss room from the getgo.

Multipart bosses like Boobeam Trap could also work similarly contected, so that you can scatter them throughout a large room without needing to link the areas individually.

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LeonardMan
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Joined: Sat Jul 15, 2017 11:55 am

Re: An idea to make Wily bosses work

Post by LeonardMan » Tue Jun 30, 2020 5:45 pm

Ixceed wrote:
Tue Jun 30, 2020 10:52 am
What if, rather than working like robot masters in terms of placement, the Willy Bosses would instead work like the teleporter? Like, instead of just placing normally like a robot master, and have them either get stuck by every little object that is not destructible, or ignore all objects and fly off handle as nothing stops them... How about you could restrict their movement paths through placement points?

Simple bosses like Yellow Devil may not need more than 2 points, the starter working as his spawning area, while the ending point could be like the spot where he will fire his projectiles and eventually take shape in and go back from.

Enemies like the Mecha Dragon on the other hand, could instead have like 3 placement points. The first the spot could be the spawning area where it start its invulnerable chasing section which will end once it reaches point 2. While the 2nd and 3rd points will be where it will start fighting as a boss, but never moving past the space inbetween those two points.
I actually did have in mind something like this for the Yellow Devil and Mecha Dragon.

In the case of the Yellow Devil, when it splits, each part goes IN A STRAIGHT LINE to its equivalent location on the opposite side, with no tile collision whatsoever so that the attack doesn't get messed up.

For the dragon, just two points will be enough, once it reaches point 2 it just moves with its normal AI. It also destroys any blocks it comes into contact with, like the Rolling Drill. In the dragon's case, there is added versatility in that it will allow you to make vertical or even diagonal chases! Not just horizontal. Though you should also be able to manually regulate the speed of the dragon, like you can with the firewall, because an upwards chase generally goes at a slower pace.

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