THE ROARING KNIGHT BOSS FIGHT [W.I.P]

e_fromsrb2

Member
Been working on a neat lil Roaring Knight fight that replaces Brak, since today.
So far pretty proud with my progress.

Their moves so far aren't that much similar from their fight in game but it's mostly just inspo'd instead of a direct translation from 2D to 3D.

Slowly I'll get to work on incorporating their 2D attacks into 3D and hopefully making them fit just right in SRB2's gameplay while having it be stupidly hard as the boss itself.
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Please do give me ideas on how to fit some of their moves into SRB2 and such.
 
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I haven't exactly coded anything for the MB yet, but I can give some ideas on how the attacks would look.

BTW, Spoilers for ANYONE who hasn't gotten to the end of Chapter 3 yet:

(Almost) Every attack has 3 variants in the original game, so I'll kinda be doing the same here. They also target random players when in Multiplayer.
  • Stars are probably the easiest to transition to 3D concept-wise, making it a cone spread instead of just... well, a triangle.
    1. The Knight stays on the ground, projecting the cone out.
    2. They rain stars down from above in a cone centered on the middle of the shape.
    3. Functions similarly to the 1st in targeting, but they're now airborne.
  • Tracking Swords seems more ambitious given the number of angles it can come from, so maybe add an indicator to show its trajectory.
    1. Standard fare for the first attack, each sword targeting a random player
    2. Similar to the first, but three rings of swords now orbit roughly around the center, shrinking & growing in diameter
    3. The swords now home in on their targets until the attack ends.
  • Box Splitter... exists. You can't really split platforms in SRB2, can you? At least the projectiles can probably trip up others.
    1. Most, if not all, slices are on the ground.
    2. There are now two slices at once, the 2nd being in mid-air
    3. Much like the third variant for the swords, the bullets from each slice now home in on players when close enough.
  • Sword Tunnel seems to be another easily implementable attack in concept.
    1. The tunnel trails against the ground, nothing special.
    2. Said trail now orbits the center of the platform, with the gap narrowing.
    3. They now come from above, making a safe zone. Here, only some of the swords pause for targeting.
  • Rotating Slash also appears to be easily implementable in concept.
    1. Pretty much identical to its base phase, slashing six times, making rotating red lines.
    2. The number of lines now starts at three and approaches five.
    3. There's now one target for every three players; they stay static at 3 lines each.
  • These Extras are for any attacks that I feel aren't possible/needed to have three variants. They can probably still be added, however.
    • The Roaring is meant to be the Knight's final attack, so we don't really need to give it more variants, right?
    • There's also the Crescent Slashes, an unused attack, but it's pretty similar to Sword Tunnel, just no targeting at the end.
    • Falling Swords is another unused attack. Maybe it could have you deal more damage by having certain swords that dig into the platform be hittable with a spindash/ability. The same can be said for Sticking Stars.
    • Cross Attack seems to be an alternate Rotating Slash, trading more lines for a load of bullets.
    • Quick Slashes is the last unused attack by the Knight. Covering the area in more and more red lines to slash until it opens a rift, summoning orbs that fire out bullets, and sometimes make walls.
That's about all of my ideas for the Knight, hope all of this helps for this man. Bet this mod is gonna be some cool stuff when it comes out.
 

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