Game Development Reference
In-Depth Information
Figure 12-10. Screenshot of the Living Metal enemy
It has merely 4 HP, but so much DEF and MDF that it is functionally impossible to damage it, if you can even get
past its 70% EVA and MEV. The only thing that would be able to stop a Living Metal is an attack that ignores defense
or does fixed damage. I personally find it fun when an RPG throws curveballs like this, forcing me to think outside the
box for ways to defeat an enemy, especially when the rewards are worth it. The bombs we created all the way back in
Part 1 could be useful, but they're considered physical attacks, so they only have a 30% chance of actually connecting.
You could always fill some dungeon treasure chests with a damage item that hits for only 5 HP but is a Certain Hit.
Alternatively, you could sell them at Rocksdale's item shop for a lot of gold and make players decide whether the 4096
EXP is worth the inflated price for what is otherwise a worthless item.
With both the mines and the world map fully populated, let's turn our attention to the dragon statue in the Dark
Spire. I had originally left the event incomplete in Chapter 6, because I wanted to make an optional boss fight—a
superboss fight, to be exact.
A Discussion on Superbosses
The general flow of an RPG involves defeating bosses, until you reach a final boss. Superbosses are located outside of
that continuity and exist solely as a form of challenge for the player. If the player can beat a superboss, he/she is more
than ready to beat the final boss and, by extension, the game itself. The monster that I created for this precise purpose
can be seen in Figure 12-11 .
 
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