randovania / open-samus-returns-rando

Randomizer patcher for Metroid: Samus Returns
GNU General Public License v3.0
5 stars 1 forks source link

Add support for changing the final boss #454

Closed dyceron closed 2 months ago

dyceron commented 2 months ago

Okay, so this PR is kinda wild. I've imagined this idea for a while and decided to take a stab at it. It's not very traditional, but it's yet another way to spice up the gameplay up a little bit. With this, any of the four bosses (Arachnus, Diggernaut, Queen, Ridley) can be the final boss! To summarize the changes I made:

Some screenshots to showcase this option

Arachnus Final Boss image

Diggernaut Final Boss image

Queen Final Boss image

Ridley Not Final Boss image

Fixes #428

ThanatosGit commented 2 months ago

I just read the description here so far: Is there any way to make it multiworld compatible in RDV? I have no idea how you could prevent the generator from placing other world's DNA - or whatever macguffin - behind e.g. Diggernaut. But me having no clue how you would do something related to logic is not uncommon :D

dyceron commented 2 months ago

I believe it's possible with DB layers and/or bootstrap? I don't know the full details of that just yet, but it would be nice to have this MW compatible if possible.

Miepee commented 2 months ago

Layers in the DB exist for that purpose. Inactive layers will not exist to the generator at all.

steven11sjf commented 2 months ago

You can definitely make arachnus deal more damage via tunables. it might be possible to alter attack speeds by messing with BMSAS (iirc part of BMSAD) and possibly BCSKLA, moving keyframes around.

Overall I'm not really sure how to feel about Arachnus being a final boss. I definitely think queen should be an option, and I see the case for diggernaut since it's a mid-late game boss, but an A2 boss seems pretty underpowered and turning it into a damage sponge feels lazy.

Miepee commented 2 months ago

I'm pretty sure this feature was inspired by VARIA where you can customize the goal to beat any of the existing (mini)bosses. I do think that turning Arachnus into a bullet sponge is overkill, but this PR also doesnt really do that to my knowledge. It only buffs Arachnus to not die faster than you can say "Hi Arachnus" with like 70% of the items in the game. Aka, make him an actual miniboss instead of a glorified enemy.

dyceron commented 2 months ago

I did consider not including Arachnus, bur for completeness sake I wanted it. More tweaks for it will make it more worth it.

Miepee commented 2 months ago

Out of curiosity, is there a reason why buffed arachnus is only available when he's the final boss? Feel like general rando could also benefit from him not being a complete pushover

dyceron commented 2 months ago

Out of curiosity, is there a reason why buffed arachnus is only available when he's the final boss? Feel like general rando could also benefit from him not being a complete pushover

Feels out of place to adjust in general. As the final boss it makes sense otherwise it's a complete joke.

Miepee commented 2 months ago

IDK, balancing arachnus to not die in one hit seems like in-line for me with balancing diggernaut and ridley.

dyceron commented 2 months ago

I don't want to make arachnus crazy powerful considering it can be an early check normally. Regardless, that's out of scope for this pr.

dyceron commented 2 months ago

Fixed some stuff and removed unused stuff

dyceron commented 2 months ago

I just remembered I forgot to change something

dyceron commented 2 months ago

Made some adjustments to starting DNA and also change the message when collecting all DNA for each boss. I wasn't sure if I wanted to just not display the Baby hint if the final boss isn't Ridley, so I left it in.

All DNA and Baby

image

All DNA and no Baby

image