Members - Reputation: 168
Posted 29 September 2012 - 06:00 AM
I know its not clear right now but its just a concept my college has approved. Any ideas of how it can be improved?
Members - Reputation: 363
Posted 29 September 2012 - 07:20 AM
The concept of the different endbosses could be interesting, but why don't you take it a little further. I don't mean for you to design 200 different dragons, but think of sth. like this:
There are main-quests to advance in skills as well as in story and sidequests which only benefit your skills. Have at least the main quests have several ways of completion with different results on your skills (one giving you new armor, the other a training lesson in swordfight as a classic example). Now add a second, hidden skilltree for the dragon. Each time you complete a sidequest, the dragon gains a predefined skill without the knowledge of the player (get rid of rat-plague: dragon gains +1 in spitting fire). Each time you complete a main quest, the dragon gets a skill in the skilltree, depending on which way you've finished the quest (kill the guard and steal the macguffin: dragon advances on the strength-branch; get the guard what he desires and have him hand over the macguffin: dragon advances on the agility-branch). If you want, you can have the choices slightly unbalanced, so that different kinds of gameplay result in differently hard boss-fights or just be satisfied with the bosses each having different weaknesses and strength. Finally, lean back and enjoy the discussions in the comments below the walkthroughs on how to fight the final dragon.
I realize that this might be too much content to implement if you've only got one term, but if you have the time and ressources, consequent implemention of the main feature is the selling point of many great games.
Edited by Tobl, 29 September 2012 - 07:21 AM.