For this project we were tasked with making a plugin which would directly impact a 2-3 stage boss encounter, which cannot be defeated via conventional combat (swords, other weapons)
I chose a plugin that would reverse the character and other actors in the world, to previous locations/velocities.
We also had to create a small tutorial area to explain this mechanic and prepare the player for the encounter.
Planning
I chose a jungle temple environment around my idea of the boss.
The tutorial area has the player navigating up towards the main temple, which is always in sight. This is to give the player a clear objective to aim towards, and a navigational aid.
There are three challenges for the player to complete along the way, in separate areas of the map. Including: An area where the player will learn reversal of objects by navigating between gates, An area where the player will learn to reverse themselves and lastly an area that will teach the player to combine both.
These techniques will be re-enforced through other smaller puzzles/environments within the map, on the way to the boss.
Boss (Part 1) - The Head
I envisioned the fight taking place within a large temple with the player fighting a large statue.
The first area will involve the player avoiding attacks from a static boss, which sucks in and blows away the player.
To aid this, the map is focused on a smaller area, to help keep the stationary boss in sight at all times. This decision also reinforces the mechanics of the fight, by allowing the player to see when the boss is about to attack.
The centrepiece of the room is the main objective, with the pressure pads to raise and activate this centrepiece, being located on high-points of the map, making them more visible and clearer to the player.
I decided to use pillars as a method of cover from the bosses attacks, while also blocking off direct paths to the objectives. Doing this opened up more routes and gameplay styles (for example, a path that brings you closer to the boss will be faster, while a further away path might take longer, but will offer more options for the player to save themselves).
Boss (Part 2) - The Hand
The second area involves the player avoiding attacks from a moving boss, that slams the ground, attempting to crush the player.
I made the decision to make this a bigger arena than the first, as this provides freedom to the player in-terms of avoiding the boss, while completing the puzzles around the room, to defeat the boss.
To break up the map, I've added platforms at different heights. This also shows the importance of these areas to the player, as they are required to complete the puzzle (the hand must slam down on pressure pads, opened up by the player, to finally present a damaging area for the hand to slam down on).
Final Thoughts
The map has been designed around the plugin and other limitations of the project guidelines overall (for example, the player cannot use any unique abilities that are not activated via buttons/levers, and the player cannot jump/climb), and the level should take no more than 15-20 minutes to complete.
I feel that I now better understand how to design within restrictions/limitations, and tighter time limits. The heavy restrictions forced me to get more creative with the mechanics and map.