So as I said, I only had the two final combats to do. I decided, as it seems I always do, to do things out of order. The final combat... well it's more of a combat marathon. It could probably be it's own chapter (not quite ) time wise.
I spent the whole weekend on it and it really only functions in crude form. It works, and the unexpected VFX creations are there, but I have to give it a little more script work and polish so it plays better.
Picture if you will:
A giant wizard spires at the center of a toxic forest full of resident gaths, and evil humans and ogres arriving regularly through said spires.
On your discovery of the spires, you set up a force, as your guardian arrives with the town guard to attempt to somehow disable the spires, and until then, hold back the waves.
Before you can even begin to examine them, they snap to life, bolts of electricity crackle and flash between them and focus on the pad in the center. A massive magical hum shakes the area and an explosive portal blasts open and out marches a dozen troops. Defeat them quickly as they will be followed by more, with wizards, Dragon Age style ogres that take a full group to tackle, in 8 waves.
Then at last, your antagonist arrives. He protects himself with a chromatic field, and molds the earth using his theurgic powers. Unfortunately for you, your own mountains are rich in rare metals, and only server to make this man unbeatable. He sends metallic creations after you, that get large and more devastating with each wave.
Finally, he creates a giant titan of gold that all but devastates you, leaving most of your party dying on the ground.
Your guardian declares this antagonist cannot be stopped. But you managed to defeat his titan and rush to him, still held back by his chromatic shield.
"That was one of my pets", he states flatly. "Already your party is dying. And I have many more", and with that he summons 2 golden titans equal to the first that was all but unstoppable.
As timing has it, the portal, which had been relatively quiet, activates again, and more troops arrive...
And this is where the actual true final battle starts... :)
This is how it will (does) work and now I just have to put in the pre-amble chatter as the party sets up for the spire activation, rathern than how it is now where u just step on a trigger to make the next wave come.
Whatever shortcomings my campaign has, hopefully the ending will overcome them. I think it's a good formula really, to put your best work (where you go above your normal tolerance for polish) at the front and end.
The strong start will get people to at least play the campaign, and the big finish will be the freshest thing in their mind as they leave the experience behind. Throw a couple neat things at chapter ends, and you've got a decent reward system, where playing the game leads to great cut scenes and revelations.
sounds tricky to balance - what level will the PCs be at when they get to the end?
ReplyDeleteOrganised combats can be a pain ... to both coder and the PCs. ;) I hope you manage to pull it off OK.
ReplyDeleteBy the way, was there meant to be some sort of screenshot in this post? (I have an empty pane in my view.)
Lance.
Ya the screenshot is buggered up.
ReplyDeleteThe balance is fine, its basically just (for the most part) a type of scenario where you can use potions etc, cuz there should be many, but you have to resist the urge to use spells as you will need them for the big fight. You will be level 6 at the start and end because the campaign caps to level 6. The party size is 6 as well (total).
The singular boss at the end, even for me, takes over 10 minutes to finally kill. It's similar to one of those Final Fantasy 3 battles I guess, in that its more of an outlast/learn the tricks battle instead of a dragon battle where its more going to be a one-sided, 20 second fight. There's tons of vfx i didnt plan on too, it will be an epic finish.