Boss - The Commander
Problem:
As a team, we really wanted an encounter that would showcase all the our game had to offer and allow the player to exercise all the skills they had developed during their playtime. What we landed on was the Commander.
Goals
Narrative Payoff - Throughout development, we had this picture of a freshly woken vampire, ready to slake his thirst on whatever unfortunate thing passed into his realm, so the boss was to provide a foil for that character. The Commander represents the forces of the light, encroaching on your territory of endless night, and was someone the player can feel badass about defeating.
Mastery & Expression - The experience up until the boss was mostly spent teaching the player the basics and giving them some room to try out their new "wings". It was all the more important, then, that the boss have moments that deliver strongly on both the player's desire for Mastery and Self Expression.
Solution:
With Parker, another designer on my team, I mapped out the emotional journey we wanted to take the player on through this encounter, and outlined what we would need to accomplish that journey.
I then listed all the skills and abilities in our character's kit, and working back from there, designed six attacks that together fully covered over the whole set. This gave the Commander a base kit of three martial attacks and three magical attacks that were unlocked one at a time through each of his four phases.
Using these as a base, I created a state machine to manage the Commander's state changes, a base character and controller to consolidate the operating logic, and a behavior tree to dictate how the boss was to engage and respond to the player's actions.
Lessons:
When I started building the Commander's behavior tree, I split it up into multiple subtrees, one for each phase, thinking that this would give me more control over the boss's interaction. And, while it did to an extent, I didn't take the time to fully consider the behaviors shared between all the phases, leading to a lot of duplicated work and an eventual consolidation of the trees into the master tree for efficiency's sake.
While building out the phase changes, my team and I felt that the transitions lacked excitement and clarity, so after brainstorming for a while, we added a fake death, a short delay, then a refilling health bar between phase 2 and 3, similar to the Ape Guardian from Sekiro, to give more gravitas to the switch. This small change completely changed the feel of the fight and ratched up the tension of the second half, after the fakeout, since the player was now facing a being much more powerful than they first thought.