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Encounters

During Profane's Alpha tests, I created a dynamic event system that would lead players in a treasure hunt and four powerful bosses, with the last been a secret for players to discover.

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Every few hours, a submerged labirynth would spawn somewhere underwater. Corridors changes position, and so did it's traps. A sirens' song guided the players to it. Inside, a "heart" that would allow players to summon the boss anywhere.

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Each boss had it's own particularities:

  • Ice would charge ranged enemies with a freezing cone that slowed enemies, then savagely attack at close range.

  • Poison would randomly throw ranged shots that left presistent pools of poison that changed the landspace, and a poison blast on engaging in melee

  • Fire would attack high DPS players at range, and change the environment with sudden fire cyclones.

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Unknown to the players, an NPC moved around the world on an old ship. If given all three hearts, she would turn than into the item needed to summon a fourth, more powerful boss:

  • The Titan's behavior would change depending on how it was been attacked

  • Teleporting on top of ranged attackers

  • Summoning ice cyclones to slow down nearby enemies

  • Spilling waves of persistent poison if taking too much damage

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Each boss could be summoned in any location, leading players to learn how to use them to attack other guilds and PVE locations.

I designed this creature and encounter for the prealpha version the MMORPG Profane as it's first world boss.

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​Con Hit was prototyped internally, then added to closed alpha as seen on the footage made by one of the game's clans.

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Data gathered from Pre Alpha was used to adjust the creature as well as inform on other world bosses creation.

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  • During the night, players would see dust trails in the desert.

  • If they dropped a special kind of fruit in the area, all trails suddenly disappear, then the creature bursts out of the sand.

  • There were three stages to Con Hit:

    • At full health, Con Hit attacks with a melee bite, then sinks underground, chases and bursts out under the ranged enemy with high aggro

    • At 75% health, between bite attacks Con Hit releases one flying minion per engaged enemy. The minion can be killed, but explodes upon death or contact

    • At 40% health, Con Hit replaces bite attacks with a ranged spit attack at random ranged targets, leaving a lasting pool of acid damage that alters the battlefield

    • On death, Con Hit doesn't drop equipment, but the main ingredients of two of the game's most powerful consumables: explosive potions and explosive arrows.

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© 2022 por JMBeraldo

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