Feature Highlight: Prophet of Decay Enemy Design

In this Feature Highlight we talk about the design of the new boss enemy of the Spillway level!

The new free update for Warhammer 40,000: Darktide, Depths of the Damned, comes loaded with new content for the game! Including a new mission, live story, weapons and boss fight.

In today’s Feature Highlight, we’ve interviewed our Enemy Designer Jonathan about the work that went into making the boss fight at the end of the new Spillway mission.

For those who have not played it yet, be wary of spoilers! This Feature Highlight will very candidly speak about how the boss plays and the story involved!

“My name is Jonathan. I work on Darktide and I’m the Enemy / Pacing Designer, so I’m a part of creating all the enemies and maintaining the Enemy Director of the game, primarily.” ~ Jonathan

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Initial Design

A new boss enemy

We decided pretty early into development that we wanted to have a unique boss for the end event of the mission, and there were two main reasons for it. One is simply that we thought it’d be cool to make a new unique boss, since we haven’t introduced one since the Karnak Twins, and that this mission was a good opportunity to do that.

But on top of that, we’ve also been itching to introduce a Psyker enemy for a while, and whilst exploring different options of how to introduce one, we realized that a boss is a great way to do it.

“A Psyker is a very good medium for making a boss-type encounter since you can do a lot of warp stuff, which allows you a greater versatility and mobility in what you do with a boss. Especially compared to something that is melee, which is more limiting.” ~ Jonathan

We really wanted to play up the Psyker aspects of the fight, especially a Psyker of Nurgle, by emphasizing a lack of physicality in how he fights. This idea guided the design of not just how the Prophet attacks but also how he moves!

“He turns into flies and then, well, flies to wherever he wants to go. He doesn’t move anymore.” ~ Jonathan

Campaign and Adventure

As you saw when playing the mission (you DID play the mission, right?), the Prophet of Decay boss is none other than Rodin Karnak! The ritual has allowed him to take over a new body, bloated and rotten with Nurgle’s generous blessing, and with new Psyker abilities. (Though still voiced by the same talented voice actor as ever: Jack Myers)

The Spillway mission is part of the new mini campaign “Terrors of the Deep”, and while the campaign version of the mission represents the first time that Rodin has shown himself since the Dark Communion, players will still get to fight him again and again whenever they pick Spillway from the regular mission board. As he himself points out during the mission’s end cinematic, it is not so easy to get rid of one blessed by Nurgle as he is…

“It’s definitely going to be part of the normal mission pool, and also in Havoc, of course. And in Havoc, you know, it’s gonna be hard. There’s gonna be some additional stuff happening that might not happen in other difficulties.” ~ Jonathan

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Gameplay Design - Fighting the Prophet of Decay

One of the biggest inspirations for how the Prophet of Decay bossfight functions is actually from Vermintide 2! Specifically Nurgloth the Eternal, the Lord fight at the end of Enchanter’s Lair, which was part of the Curse of Drachenfels campaign. The damaging ring mechanics, for instance, or the way the bosses use projectiles, were both heavily inspired by him.

“The first phase is the rings, similar to Nurgloth, ‘cause I always thought that they were a very cool mechanic and they work very well. Since a boss in a game like Darktide has to work in first person […] so we can’t do too crazy stuff, since you can’t look behind you. There’s a lot of, like, restrictions that makes a boss in Darktide something different compared to other games.” ~ Jonathan

Compared to Darktide’s other bossfights, this one is very structured, having three phases that players go through as they damage the Prophet as well as a very hand crafted pacing that controls things such as the boss getting winded and stopping for a moment while hordes of enemies swarm down, etc.

“It’s more of what you could call a ‘raid boss’ in other games.” ~ Jonathan

The first phase we settled on quite quickly, but the second and third phase required a lot more iteration; trying different ideas, testing them out, seeing what works and what doesn’t, polishing them and so on until finally landing on the version that went live with the Depths of the Damned update. An example of a scrapped idea was to have Phase 2 be about standing in specific spots and getting launched into the air if you failed to get to safety in time!

“[…] it is very hard to keep track of multiple focus points during the course of a fight. You have to focus on [the Boss], you have to focus on the normal enemies, but then you would also have to focus on a third element. So we had to ensure that that third element is […] noticeable enough that you can see it in your peripheral vision.” ~ Jonathan

Coming up with challenging, unique mechanics for the boss fight while working within the constraints that the limited field of view of a First Person perspective imposes was half of the challenge. Once we had a solid foundation for how the boss fight structure is, came the second half, which was fine tuning all of the elements to work together and make the final result, the entire fight itself, be a satisfying experience.

“[…] like, sure, you can make phases, you can make all of these mechanics, but unless you can make them work together in a cohesive manner, it’s not gonna feel good to play even if on a technical level it works.” ~ Jonathan

Things like how long should each phase take on average, how that changes per difficulty (from Uprising to Havoc 40), or even how to gate each phase. These all contribute to getting the feel of the fight just right.

Another detail that required a lot of fine tuning were the additional enemies that would swarm the players during the fight. They’re half of the fight by themselves, after all! For example, the ‘intermission’ sections where the Prophet is unable to attack are the only moments of the boss fight where ranged enemies may spawn.

In all other situations, only melee enemies can spawn, since dealing with the Prophet, the hazards he spawns, his projectiles and ranged enemies proved to be too much.

“That being said, the type of melee enemies are dependent on the difficulty you’re playing. […] If you’re playing on lower difficulties you’re only going to get Poxwalkers and other chaff-type enemies. But if you play on Damnation and up, you’re going to get Elites, including Ogryn enemies.” ~ Jonathan

On the subject of difficulty, the method we usually use for adjusting difficulty is to first pick a base difficulty, fine tune everything for that, and then adjust up and down for the difficulties near it. In this case, we actually had two bases to work from. The fight was fine tuned for Malice and Auric. The Uprising version was then based on the Malice baseline, while Damnation and Heresy were based on the Auric baseline.

Development Challenges

The Prophet of Decay is a very unique encounter, and many of the mechanics it uses required developing entirely new systems to handle them. Something as simple as having projectiles that can be broken by player attacks required a lot of work, because it wasn’t something that had been done in Darktide yet. In the second phase of the fight, players are encouraged to hide behind these spikes to save themselves from some attacks the boss is doing. Visually making the teeth block the particle effects required us to go deeper in our use of Render Targets, so there was a lot of new ground covered there as well.

The logic handling the phases and intermissions also required making new systems for governing the boss’ actions on top of its regular behavior, to give the fight the structure we envisioned.

But beyond all that, a boss fight like The Prophet of Decay is a really exciting project for us because it truly involves every single development craft on Darktide to work together on one thing to get every part of it just right. Game designers and coders implementing the enemy, level designers and artists preparing the boss arena and how it interacts with the boss’ hazards, story writers crafting Rodin Karnak’s narrative, Voice Over work, visual effects, sound effects, character artists and animators bringing the Prophet to life… And of course, the music!

“I think you have all the disciplines here, so it’s been really exciting.” ~ Jonathan

Bonus Question: What was your favorite part about working on the Prophet of Decay?

“On a bigger scale, getting to make a new boss for Darktide. On a more micro level, it’s been very fun building the underlying mechanic we have to make the boss a reality. We have a layer that sits on top of the normal behavior of the enemy that decides the phases, and how to handle the whole fight structure, really.” ~ Jonathan

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That’s all we have for today! We hope you enjoyed this deeper look into the Prophet of Decay boss fight and his design!

We’ll see you on the Mourningstar.

– The Darktide Team

Remove the mission lock. It’s just tedious for no reason.

i think the prophet is a perfectly designed boss for the game since it requires actual teamwork and finesse to handle with the phases and health gates, hopefully we get more bosses designed like this
(PS please add a daemon engine boss)

Here’s hoping you make a boss-less version of Spillway. The vibes of that map is excellent but I really don’t want to have to fight a boss every time I am to play it.

Hey guys, can you teach me how I could access the Havoc difficulty or play Spillway on it? Would be much appreciated.

Can we have a hint on whats next when the current event ends?

Noice! Keep it coming!

I remember a game which need to have a special mechanic in order to beat it.

Cant say the game, but it took more than 10 hours for the 1st strike team to figure things out and complete it.

Ik there are hardcore gamers that would love for this to come into the WH40k universe.

Cheers!

Speaking of the new boss fight heres me spending ~40 minutes in it on damnation because the arbites mastiff is bugged and cant attack the boss at all :laughing:

its probably something to do with the new type of daemonhost they added to the game recently

or this insignia event, which ever happens first i guess

oh i love the new map and quite like the boss fight as well.

if you could make it so i can actually play it regularly on havoc 40 …

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We’ve got rotund Rodin, when are we getting ROIDED RINDA?

I find the boss fight extremely difficult compared to the level and all other content

Honestly, good job!

It’s the funnest and most unique fight so far!

best update in ages; hands down my favorite map

Yep, on that note since I hope they’re reading the feedback, I wish you guys would had him teleport around on the ground instead of the air for the final phase, the arbites dog situation is bad.

‘The Garden awaits you. Taste its bounty!’ Please keep developing good boss fights. Packmaster and the Prophet are a huge swing in the right direction for new enemies and can be very tense fights.

Please make the safe floor easier to read in the purple smoke stage.

Also please give an outline to the boss when he starts flying at the end. He can disappear behind several layers of neon colours and it’s genuinely impossible to see where he is.

I do really enjoy the mission. I just wish I could play it. I have seen it twice on the quickplay board since it was released. I even waited for over 30 minutes staring at the mission board last night and it didn’t appear once, even after 3 inactivity warnings. I logged off.

they won’t, theres no reason from it both from gameplay or lore perspective.

nah

They could easily divide the map and the boss fight into separate missions in the same campaign. Like the poster above, I also like the new area very much, but having to fight a boss with multiple phases every time will soon make me avoiding the map like I already ignore the Orthus Offensive. It’s just too long overall for playing it more than rarely, and I already feel a certain wear and tear from the boss fight. It’s just not varied enough for its length to play it regularly.

Alternatively, FS should add a regular boss-less mission in the Spillway district.