Terraria
十分な評価がありません
Terraria Boss Ideas: The Lost Ideas
作者: Okami Tomato
Terraria Boss Ideas is (probably) the most popular thing I've ever made now, having basically become a series at this point.

I wondered, sometimes, if anyone was ever curious as to what didn't ultimately make it in, and why, so I put this together.

This is a WIP, and is likely going to continually update if new Boss Ideas pages come out, seeing as more pages means more scrapped content.

As usual, the disclaimer of 'this is not a guide' still stands, but Boss Ideas is here and this is more 'guide-like' than the actual idea pages, so hopefully you'll let it slide.

Anyways, on with the lost stuff!
2
   
アワード
お気に入り
お気に入り
お気に入りから削除
The Rundown:
So, as explained in the title, lots of things ultimately didn't make the cut for one reason or another in Boss Ideas. Earlier on my limitations were set based on my limited spriting capabilities and knowledge, and later the limitations switched more to what seemed most interesting as a concept, or on the lore aspects that built up since Boss Ideas 4.

Ultimately stuff needed to be cut either due to my inability to sprite it, lack of interest in said specific boss, the boss being uninteresting or un-fun, or the boss not offering anything new besides a fancy appearance.
If I didn't begin cutting out things, we'd ultimately end up with another incident like Boss Ideas 5's later stages; which became a dumping ground for anything... and while we got Lunar out of it, we also got a lot of bad bosses. (As GameRaiders found out in one of his videos...)

I will try to find as many of the original concepts as possible, but some are lost to time and so I may have to re-draw some. I'll try to recreate them as best I can, however.
Boss Ideas 0:
There are some bosses that predate Boss Ideas that have never seen the light of day, and some that later got reworked. Many of these bosses were just mild recolours or resprites of existing enemies, as I was just trying out spriting for the first time and had little to work with (having not watched tutorials or ever thought they'd amount to anything.)

[Disclaimer: I'm pretty sure almost every idea here is bad. If it hasn't been reworked, it's probably going to never see the light of day again.]



0.1: Cthulhu
-Back before 1.3 the idea of a lovecraftian boss, mostly just Cthulhu, was an idea I loved. Inspired by the fake picture that circulated the internet a long time ago, I worked on a boss simply labelled 'Cthulhu'.

Cthulhu was just a resprite of one of the vanilla Demon enemies, using a green colouration and slight alterations to its body. Like with many of my old boss ideas, it manly consisted of the boss having a lot of minions, which were all also just edits to existing enemies. I have no idea what anything used to do.
[Sprites Not Found]


0.2.1: Solar and Crescent
As discussed in Boss Ideas 10, Solar and Luna originated as just a boss shaped like the sun and a boss shaped like the moon, perhaps based on Mr. Shine and Mr. Bright from Kirby, but I'm not entirely sure.

They were redesigned almost completely, with only vague remnants of their original selves remaining in their remade fight.

0.2.2: Sonar and Mecrescent
Mechanised versions of Solar and Crescent that were intended as their hardmode counterparts. Little remains of their original plan aside from their sprites.

With the redesign of the original duo, these two became obsolete and thus never got remade in any way.

0.2.3: Eclipse
Eclipse is perhaps the most interesting of the original Solar and Crescent-related bosses. It was intended to be a fusion of the duo, utilising their attacks from both their original and mechanical counterparts' fights, and was roughly around Golem in terms of progression.

Eclipse has since been split into two bosses; becoming both the Eclipser in Boss Ideas 4 and Eclipse in Boss Ideas 10.

The Eclipser utilises some aspects of the original Eclipse design, being a dark blue colour with flames on its wings, though took more moth-like inspirations than what was originally just a sphere with fire wings.

Eclipse, as with Solar and Luna, was redesigned with a more humanoid design in Boss Ideas 10. It retained the aspect of being a fusion of the duo, but the design shares next to nothing with the original Eclipse design ultimately.
[Sprites Not Found]


0.3: Garagon
Garagon's design predates Boss Ideas as a concept, and had some brief concept plans before Boss Ideas 1's admittedly awful spriting attempt.

Many aspects of the fight ultimately remained the same, with the boss basically being a fire dragon with a pattern based on Duke Fishron's. However, as opposed to being anything as hectic and threatening as Yharon, Garagon's fight was very simplistic and stuck closely to Fishron's due to my inexperience with boss designing at the time.


0.4: Nebula Devourer
Nebula Devourer, much like Garagon, also predates Boss Ideas. Originally the idea was 'crystalised worm boss', which is very similar to what made it into Boss Ideas 1.

The Devourer also went on to then inspire the Void Purge, with both of them getting redesigns later to improve their appearances. The Devourer has also, since, received another updated design.
Boss Ideas 1:
Due to the fact Boss Ideas 1 was a place where almost anything got made, there is very little unused content for it ultimately.
That it does technically have is either covered in Boss Ideas 0's heading, or was later used for Boss Ideas 2 and thus didn't actually go unused.



Thanatos and Arch Pixie Sprites:
It may become obvious when reading that some bosses actually lack sprites, whereas most will have at least a poorly-made one beside them. The two most obvious offenders of this are the Arch Pixie and Thanatos.

The Pixie lacks one mainly just due to me not being sure what to really do with it. Though this later became part of the concept for the Queen of the Hallow. (And ironically the Empress of Light is also basically this, but Post-Plantera and official :P)

Thanatos was due to my lacking experience when it came to spriting, as such a large sprite seemed too daunting for me at the time. The design concept I had for it later became the Void boss 'Death' seen in Boss Ideas 5.


Remakes:
Several bosses on this page are planned to make appearances later-on, like Garagon and Oblivion had done earlier and now like Nemesis has done in Boss Ideas 10. However, things like the Tomato Armies and even the Prime rematch have basic design elements that may have parts of the bosses melded into later and greater boss designs.
Boss Ideas 2:
Much of what didn't get into Boss Ideas 1 ultimately ended up appearing in Boss Ideas 2, as there was still a notable sense of order to the whole thing.

However, there are still some noted things that ultimately got lost that can still somewhat be traced in this page, many format-related, thanks to the drastic layout change.

Universal Numbering System
Every boss was intended to have a number that would continue to increase, even across different pages, to hold the grand total of bosses designed. A system that, now we're over 420 bosses, might've been helpful

'Hub' Page
A page that would've linked to every Boss Ideas page, so all the links would be in one place. However, seeing as most of my guides are now Boss Ideas-related, this seems fairly unnecessary.

Inclusions of NPCs
Regular enemies and NPCs had their own unique sub-headings on this page, meaning there may have been some plans to create not just bosses here, but far more enemies and town NPCs than the 1 or so under each heading in the 'remains' of Boss Ideas 2.
Boss Ideas 3:
As much as I'd like to pretend this thing never happened, I can't leave it out without drawing attention to its absence.
This was the 'Calamity tie-in' stage of Boss Ideas, and honestly now just gives me a lot of embarrassment revisiting it, but I shall try.



Yharim's Army was originally not tied to Yharim:
A change that I think remains listed on the page is that the Yharim's Army event present on it wasn't actually tied to Yharim originally, but this change was made due to otherwise being a large army not connected to anyone, which just seemed odd. This is why there is so little Yhairm-related symbolism in the armies; not even utilising colours like his signature Red, Gold and Blue colour scheme.


Remakes
Even in Boss Ideas 3 there were plans for some bosses to return again later, which essentially lead to Boss Ideas canon ultimately having to become Post-Calamity canon to avoid a time paradox or something of a similar nature.

Spectre and the Forest Spirit were the ones planned to appear elsewhere.
The Dragon Tamer also later appeared in the admittedly ill-fated Boss Ideas 8, even utilising a dragon somewhat reminiscent of Yharon and still donning similar attire.


Elemental Slime Trio
One of only two scrapped bosses that still retains files of itself, and the only one with any known development. The fight was the original plan for what was basically an upgraded Slime God; utilising 'Elemental Slimes' based off of the Chaotic, Cryonic and Perennial ore in Calamity at the time; with the 'core' being based off of the Bar of Life (now called Life Alloy).

Only part of the Perennial Slime's sprite is finished, with no sprites for any other aspects of the boss finished at all.



Overloaded Core
A sprite found in the 'Unfinished' file for Boss Ideas 3's sprites. It seems to be a spherical, partially-finished robot. It has no files attached with it, not even a finished sprite, so its original plan has been lost.
Boss Ideas 4:
Perhaps the time where there had more potential for there to be unused things, as spriting became more in-depth and there was actual quality control now as to prevent Boss Ideas 3 happening again.

Plus, with the 'extra info' section now debuting properly, some unused stuff has already been logged.


Unseen Enemies
Relating to the Defenderfly are a trio of unused enemies; the Beeslug, Hornetslug and Rollersting. The Beeslug is the only one to have appeared before and to have been named, and thus won't be looked as as much.

The Beeslug was invulnerable to attacks, but weak to knockback. It dealt no damage, but slowed the player down whilst making contact, and thus were more of a cute distraction.

Hornetslugs dealt damage and could be harmed and killed, though were differentiated at the time by a reddish orange colouration and an angry expression.

Rollerslugs or Rollerstings would roll like Angry Tumblers, and like the Hornetslug dealt and took damage.



Boss Drops
Some bosses had drops displayed on their respective pages, though I have found some that I don't think were ever shown even there. Most lack stats or anything so it might mostly be guesswork what they did.

The Cabbage Shield is labelled as a drop from Cabbage Man. It likely provided defence and some defensive buffs, like most Vanilla shields.

Grimstone Bars were dropped from the 'Grimstone trio' of bosses. I don't think the bar's actual sprite was shown, however, though I might be wrong.



Broken Spear (And Upgrades)
While listed as drops, they all had sprites. These have been separated from the other unseen Boss Drops due to their quantity, however. There was also apparently planned to be a similar upgrade path for Ember, though this has no sprites to show.

Broken Spear - An unusable material that Storm drops.
Worn Spear -The weakest state of the spear, listed as lacking a projectile unlike later incarnations
Static Spear - Was able to launch a small spark at enemies, dealing minor damage. 1.4 added a spear with a similar effect, funnily enough.
Sparking Spear
Shocking Spear
Gold Spear
Thunder Spear
Thor Spear
Zeus Spear
Storm Spear
Spear of the Coming Storm - The spear's final upgrade, and presumably the strongest by far. Due to the theme of being upgraded through progression this would likely be its endgame upgrade.



Lore Pages
Technically counting both the unfinished 'Guide' containing now-outdated lore for the cast, but also a file that held beta versions of some characters' GelTech data. There was also a 'Random Info' file which I thought contained more info, but actually just counted a few times I'd gotten a page to the front page of Terraria's Guide sections and thus was a bit of a letdown.



'zzz1 Pre Hardmode'
Possibly a plan to separate different progression point with headings and pictures. This is the only one that exists. The picture depicts the Cursebrand, Sorrow, Torchworm and Marble Burrower with a background consisting of trees and a sunset.
Boss Ideas 4 (Beta Lore):
(Taken almost word-for-word from the original account)
--------------------------------
The currently understood lore of the Chaos Mod. Currently, every single important boss is going to have some sort of role to play; no matter how minor of a role. The bosses will be put in order of appearance across the pages and should be updated i the future if I remember to do so.

01 Necro Warriors: People who have simply dedicated their lives to Sorrow; a powerful but overall malevolent force not from this planet. Each had sacrificed their individuality and donned the Necro Armour; the unofficial symbol of their new master. Each serves it until they eventually either ascend to a more powerful form or perish.

02 Sorrow: A slightly weaker version of Sorrow seen not long after its awakening. It is far from its peak of potential power, but still isn’t what you would call weak. The darkness is seen to make it stronger, and its home dungeon even more so.

03 Granite Burrower: Strays away from surface-level quarrels, instead maintaining its own with the Marble Borrower of its own respective biome. The two grow ever stronger, attempting to finally trump the other in combat. However, their powers are often evenly matched and thus usually ends in a stalemate and hurling insults at each other until they both depart for home.

04 Marble Burrower: Despite being in continuous arguments with the Granite Burrower it seems to not remember why it is that they are fighting. While it grows stronger on its own it secretly plans to build an army to raid and destroy the granite biomes of the world, but due to the Hoplites’ overall lack of intelligence this plan is going nowhere.

05 Cursebrand: A sword cursed by dark mages long ago, left in the corruption or crimson, completely abandoned. There are a few theories as to who it could be, including beliefs that Acrimonious or Sorrow or even Chaos’ Doppelganger had originally granted it supernatural abilities and mild intelligence, but nobody knows for certain.

06 Torchworm: Worm-like in appearance and behaviour, torch-like in luminosity and design. It is a machine that seems to believe that it is organic; acting much like a giant worm, though without the ability to actually eat anything outside of just absorbing electricity. Usually lightning elementals are seen to get along well with it.

07 Cosmic Beetle: Giant insects that live near space; high above the surface. They leave their eggs tucked within the clouds of sky islands, much to the annoyance of the Harpies. They are social, but usually send scouts before larger groups travel to a location. Once they reach a certain age the energy that they have been absorbing from the stars is released and their appearances change drastically.

08 Bramblemaw: One of the most powerful jungle predators; its form hidden within foliage at all times. It is shown to be antisocial and hateful towards any living creatures that encounter it, attacking and eating anything that so much as enters its territory. Outside of you, it seems like almost nothing could kill it. Garagon has thought about dealing with it personally, but also worries about the effects this would have on the ecosystem.

09 Hallow Spirit: A kind-hearted human entity created from multiple unified souls in the Hallow. It has likely mistaken you for a threat and thus is attempting to defend its home. Other characters such as Frost have apparently met it, all reporting its friendly nature after adjusting to unfamiliar faces.

10 Giga-Deathworm: A giant desert entity, seen feasting on other creatures within the desert. It is unknown how it manages to actually catch enough food and gain enough sustenance for its massive body in a place like the desert.

11 Soul Master: Souls forcefully unified and given life. Such an experiment has apparently been conducted before with a similar outcome, found in scrawlings around the Necro Dungeon, all signed with the same initial of ‘A’.

12 Gulper: A giant eel who has wandered too close to the beach. May be annoying for Fishron, but is otherwise out-of-the-way enough to not cause too much trouble.

13 Super Slime: A slime inspired by the tales of Slimey and the other slimes associated with him under Garagon’s rule. He has also been inspired by comics found ragged and torn around in fields, abandoned by former travellers.

14 I.N.V.A.D.E.R.: The Martians’ last-ditch effort to destroy Earth if their conquest failed. Overall proving inferior at planetary domination than Scourge and unable to provide power enough to even surpass a half-slumbering Moon Lord, this plan was doomed to fail from the beginning.

15 Ember: Left her family to pursue a more important role in life than farming; Ember found a more fulfilling calling in following Garagon. She became friends and friendly rivals with Storm; often inspiring each other to become stronger.
--------------------------------

Some other bosses are listed but never got entries here due to the page possibly going unused later. In order these are:
Storm, Omnicron Doppelganger, Deathworm Colossus, Coleopterra, Bramblewrath, Soul Emperor, Prodigious Defenderfly, Prismatic Corebuster, Eclipser, Crescent, Atlas, Zight, Thanoserpent, Chaos Doppelganger, Slimey, Arret, Void Purge
Boss Ideas 5:
This page also has an additional 'unused' section within its file, so some bosses even have beta designs in here.

Phantasmal Wraith
A barely-constructed boss within the unused files. This is one of the three partly-sprited bosses, and also each of those has a number. The Wraith's number is 54; putting it where the Sentry ultimately ended up.

The Wraith was scrapped due likely to the 'rim' of what's finished of its body; as the shading on it seemed very unusual and thus I was likely trying something new... and failing at it.



Grand Fairy
Without a doubt the most 'complete' of the unused bosses. It is a pink and blue fairy boss wielding a pink sceptre. Its colour scheme and wings are based off of Vanilla's Fairy Wings, and its number placement was 59, where the Shroom Mite is now.

The Fairy was scrapped due to the sprite looking rather bad in comparison to some other sprites being made at the time.



'Nameless fire entity'
A red, weirdly-shaped boss with fire inside itself. Only very little of the sprite was ever finished, but the unfilled blank space of the image strongly suggests it was originally meant to be some sort of worm boss. It has the number 97 as its file name, the current placement of the Golden Sun Dragon, but no name.

The sprite itself looks very unfinished, and may have either been scrapped due to spriting issues or lack of ideas.



Orichalcum Cockatrice
An old design of the Cockatrice exists in the files, placed next to its redesign. It was likely based off of one of the images of the Cockatrice's wikipedia article, as its body seems rather uninteresting and vastly different from the final design.



Netherwyrm (Original Colouration)
The original Netherwyrm design didn't have the 'Ichorian Spark' concept upon creation, and thus utilised a deep blue like the Souls of Might use.

Admittedly, I prefer this colour scheme to the final one, as the blue contrasts heavily with the reddish orange body which just makes the boss look better.



Reflux (Original Colouration)
Originally, Reflux was purple as some people may have known. A few weeks after creation its image on its Boss Ideas 5 entry was altered to a greyer colour, as having it be a purple seemed less intimidating.

Ultimately, the purple ended up being the staple colouration of Reflux, as used in artwork and his redesign, and the grey colour of its 'Boss Ideas 5' self has become the truly outdated one.



Unseen items
Two swords exist in the files that were never actually shown in Boss Ideas 5; the 'Jakubian Blade' and 'Blight Blade'. The former was made based on the profile picture of one of the people who commented on a Boss Ideas 5 part early-on in its existence, whereas the Blight Blade was a planned drop from the Blight Dragon boss.

The person who the Jakubian Blade was based on I can't trace at the moment, but he was unaware of the sword's existence due to me never mentioning creating it. Similarly, Pumpscare who had created the Blight Dragon's sprite was similarly unaware of the Blight Blade's creation either most likely.



An attempt at art
I had attempted to create art that would have gone at the bottom or the start of each Boss Ideas issue at some point here, originally planning to start with art of Blackrune due to his simplicity.

Ultimately the art was unfinished and the idea has mostly gone unused, even now, with the closest thing to this happening being Mia's sprite at the beginning of Boss Ideas 10 - separate from the actual bosses.



There would have originally been far more unused content in Boss Ideas 5, but much of this found its way into 101-120; which was itself meant to originally be bosses that were scrapped for various reasons as well as some filler bosses to reach the necessary 20. However, most of the bosses here are noticeably rushed and dipped in quality, proving it to be a fairly poor idea in the long run.
Boss Ideas 6:
You would think that Arterion, a guide so distant from the others in terms of concepts and theme, may have a lot of juicy unused things... but really it doesn't have too much missing content; even compared to other Boss Ideas entries.



Debuffs
There were three icons made for debuffs; Heavy Air, Red Fury, and Vulnerability. I am not sure if the debuffs are really even named on the page for any of the bosses despite the debuffs already having pre-made icons for the page, and am even less sure if their descriptions are even given.

Heavy Air likely acted in a similar manner to how Heavy Gravity does in more recent Boss Ideas entries, essentially being the precursor to it: it would reduce the effectiveness of flight using wings, boots and mounts so the player couldn't just escape bosses who lacked vertical movement.

The other two are currently unknown to me as for what they did, as I am unsure if they are mentioned in Boss Ideas 6 at all.



Beta Desert Defender
Originally, the Desert Defenders were actually just a single large skeletal lizard as opposed to numerous smaller ones. It had the ability to burrow into the sand and appear elsewhere, essentially acting as a teleportation mechanic.

Its design was likely just a larger version of the final Desert Defenders, though with more detail due to its larger size.
[No Picture]


"Bosses" text file
I was hopeful that this may contain some sort of mention of unseen bosses, or perhaps ideas for attack patterns. While neither of these were found, I did find a list of descriptions of the bosses that predates the page itself.
Boss Ideas 6 ('Bosses' Document):
This document seemed to be updated continuously throughout Boss Ideas 6's creation, being a sort of 'to-do' list for not only future boss designs but also as to what bosses needed what additions, mechanics, or sprites. It seemed to be abandoned after the Sulker was added, but just before Callie's fight was finalised.
----------------------------------------

--Pre-Hardmode--
The Fury [Added]
Desert Defender [Added]
--Hardmode--
Bone Meal [Added]
Arterion [Added]
--Post-Moon Lord--
Sulker [Added]
Callie [Sprited]
Phantasmaw
Arterion Prime
--Chaos Mode--
Annihilus

-The Fury-
[Fought: Pre-Bosses]
"Large organism filled with rage. Must be fought in order to activate Fury Mode"
Design: Large slime with skeletal aspects like ribs around its sides and a skull pattern on its front
Extra: Must be fought as the very first boss or its summon won't work anymore and just summons King Slime

-Desert Defender-
[Fought: Post-EoW]
"Undead desert reptile revived via an unnatural force"
Design: Partially-skeletal sand-covered lizard, walks on hind legs and has a hunched back
Extra: Can disappear into sand and re-appear elsewhere

-Bone Meal-
[Fought: Pre-Mechanicals]
"Skeletal serpents searching for food despite their lack-of organs"
Design: Skeletal serpents, though it has ribs and a strangely-humanoid skull
Extra: 3 are fought at a time

-Arterion-
[Fought: Post-Plantera]
"The main boss of the mod... in its weakest form"
Design: [Completed already]
Extra: World evil opposite to the one generated at world creation will be spawned somewhere at the surface

-Sulker-
[Fought: Post-Moon Lord]
"An entity of sadness, left wandering the world aimlessly without a real body to inhabit"
Design: Blue ghost with a large gaping mouth and no teeth.
Extra: As it takes damage it shifts to a red colour and gets angrier

-Callie-
[Fought: Post-Sulker]
"Wandering traveller attempting to survive alone against the unbound entities."
Design: Only humanoid boss, uses reds and blacks in colour scheme, almost looks like Calamitas' human form
Extra: Becomes an NPC post-defeat (almost invincible as well), selling powerful gear

-Phantasmaw-
[Fought: Post-Sulker]
"Spectral entity with a gaping mouth filled with razor-like teeth. As malicious as it appears."
Design: Purple ghostly head with a massive partially-grinning open mouth full of layers of teeth
Extra: As it takes damage the mouth begins to fill with a strange liquid

-Arterion Prime-
[Fought: Post-Phantasmaw]
"Arterion's true form, revealed"
Design: Arterion, though larger and with a spine and more fleshy-stuff. Weird mandible-like jaws under mouth 'guard'.
Extra: Final boss in Normal, Penultimate in Expert & Fury Mode.

-Annihilus-
[Fought: Post-Arterion Prime]
"The true culprit of the releasing of the eldritch horrors that plague this world now"
Design: Arterion, Phantasmaw and Sulker's heads on a large partially-skeletal upper body.
Extra: Only fought in Expert or Fury Mode, can summon most bosses, instantly kills the player on hit


Fragments Needed to summon Annihilus Left:
-Phantom (Phantasmaw)
-Night Terror (Arterion Prime)

----------------------------------------
Many unused aspects of bosses are seen in the document. Fury Slime not being tied to Fury Mode in the same way, Arterion spawning the other world evil, Phantasmaw's mouth filling with 'strange liquid', etc.
Boss Ideas 6 (Remake):
Seeing as I have now re-made Boss Ideas 6, I figured I'd give some of the unseen aspects of its bosses as well, as they are a little different from the mentions both below here and in my Discord.

Animations:
Originally, I had planned on animating all the sprites, like I've done since Boss Ideas 7 for the most part. However, due to both the size of the project and my somewhat-tight schedule, I didn't get around to animating them and instead apologised in the foreword of the page.

Debuffs:
Originally, only the 3 unseen debuffs were going to return so that the icons would receive some use (though admittedly still edited to improve them). However, this never turned out to be the case.
Vitality also only came to exist very, very late into Arterion's design process.

Bosses:
Grimace - Essentially as planned, with nothing of note changing

Fury Slime - Planned to bring back the old sprite without changes, due to being of better sprite quality than most of the Boss Ideas 6 bosses, though it still got edits. 'Core' form also didn't used to exist

Brainworm - Regenerative property wasn't originally planned. Was also planned to use more illusions for stronger ties to the Brain of Cthulhu, but this was toned down.

Bone Meal - Essentially as planned also, though missing a single attack where they could 'lunge' at the player.

False Arterion - Essentially as planned

C. Flower - Phase 2 was originally a lot closer to Plantera; with it trying to ram the player frantically as it attacked. Also briefly planned to enrage if taken out of the Crimson or Corruption. Additionally, in the design plan, it was intended to be Post-Moon Lord, but swapped places with The Garden later.



'Hideous' png/ 'Arterion Additions'

The plan was for additional content to be added to the Boss Ideas 6 Remade page in smaller, 'Additional' pages separate from the main. These bosses would be scattered throughout progression, but could only affect the progression of other bosses from their sets, sort of like how DLC content tends to work

Hideous.png was the only design plan of these ever made, and it was never implemented. The 4 bosses present are unnamed currently, consisting of a hunched-over flesh creature, a highwayman-esque bandit with a large arm and a scarred face obscured beneath his mask, a skeletal creature on 4 spiked legs, and a rock monster covered in fleshy growths.

Aside from designs, nothing else exists for these bosses, sadly. No files aside from this one were ever attached.
[Found: 12/7/21]
Boss Ideas 7:
Despite things like 5 having entire folders of unseen bosses, and things like 6 and 10 having documents that describe unused details of bosses, boss ideas 7 has very little in that regard. Therefore, in terms of unseen content, there is very little to go off of outside of guesswork and the odd unused sprite.



Terminus Apotheosis
Even though it did appear in Boss Ideas 9, this boss has had sprites even all the way back in 7; the time Terminus debuted. The design is similar, and even some of the base fight concepts are similar to those that were seen later on.

Admittedly, despite this boss therefore technically appearing later, it's still weird to see it take 2 Boss Ideas entries for this boss to actually be used.



Bloom Wyrm's Unused Item
Originally, the Bloom Wyrm was having a drop designed for it that would act in a similar manner to the Thorns of Agony charm from Hollow Knight; releasing thorns from the player if they took damage. It went unfinished due to spriting issues more than anything, though even if its sprite was completed it still likely wouldn't be seen due to Boss Ideas 7 not showing all unique boss drops anymore.

[*Original unedited document]


Blacklight Old Designs
Blacklight found itself in some drama upon its creation due to the similarity to a boss from Ancients Awakened, however the original boss that was made in the Discord did indeed turn out to actually just be a mild recolour of said boss.

Luckily, Blacklight got redesigned by Darkpuppey so it was different enough that this was no longer an issue.

Disclaimer: I did not make the sprite above. It had been submitted to the discord via a fan, without mention that the sprite was a recolour. The old Blacklight was based off of this, with me still unaware of the theft at this point.

This one, however, I had made


Steelsmith
A boss that isn't even remotely near completion; having an unfinished face and that's about it. I have no idea what the plan was for this one, I'm afraid.



Solar Scourge Remake
There was a plan here to remake the Solar Scourge that appeared in Boss Ideas 2, in a similar manner to how the Stardust Magus had now gotten 2 redesigns across both 5 and 7 already.

However, little more than the head was partly finished before it was dropped due to difficulties when it came to spriting. Any other reasons as to why it was dropped are unknown, however.
Boss Ideas 8:
Boss Ideas 8 was intended originally to be completely separated from the main stream of Boss Ideas canon in a similar way to how Boss Ideas 6 had been previously. However, instead of being isolated due to a theme clash, it was instead isolated so that its cast would not be so heavily connected to the established continuity that heavily involved entities like Garagon, Storm, and the Doppelganger.

The more negative reception of the page seemed to mainly come from the abundance of human bosses, with very few non-humanoid bosses making appearances. Other issues, such as sprite size conflicts, also messed with professionalism somewhat.

However, there was meant to be a lot more to the page than there was in the end due to being somewhat rushed, and honestly some of these inclusions may have actually fixed it in the end if included.



Blue, Red and Indigo:
The trio are still connected in the lore, but to a lesser extent now. Originally, the duo would fuse into Indigo, before he was made into a separate character and giving the title of the duo's older brother.



Dragons:
While there are some dragons involved in Boss Ideas 8, there were meant to be many more. In fact, this could've been the place that entities like the Stormdrake and Unbreakable Drake could have actually appeared, or some of the numerous other unseen dragons now intertwined with Boss Ideas lore.
However unlike some others there are no files, text or image-based, to suggest what these original dragons might have been. This is made a lot harder to estimate by Boss Ideas 8's separation from the original timeline also, so it likely wasn't ones seen before now.
[No Picture]


'2nd in command mage':
Originally, Zazabaan was not intended to be the 2nd in command of the king, and instead it would have been a powerful mage. This plan was scrapped fairly early-on in favour of giving Zazabaan far more story presence (due to being a powerful boss since conception, and its original placement didn't justify how strong he was originally).

Since then, numerous things have happened around this point however. The Dark Star Magus was basically the original remnant of the idea of the 'New Order King' having a powerful mage, Zazabaan (and now also a redesigned mage) have roles aside from their Boss Ideas 8 appearances, and due to lore changes Acrimony (formerly Acrimonious) is considered to have helped the king from the shadows, essentially becoming the very '2nd in command mage' that was formerly scrapped.
[No Picture]


Sadly, most of the ideas for this page have been buried or reused elsewhere and thus have negligible ties back to Boss Ideas 8 now, so it is hard to say much more than this at this time.
Boss Ideas 9:
Boss Ideas 9 is a unique case when it comes to scrapped content, as one of its new ideas was actually scrapped in between two of its parts, and more unused content found its way on the end of the 2nd part as opposed to being buried like what happened at other times.



EX Bosses:
The thing that went unused after the first part due to negative reception. While it is present in the first part, it was removed somewhat late into the 2nd part's production and thus a lot of its remnants remain.

Originally, it was a simple idea of bosses receiving a new palette and having enhanced versions of their old fights, only being able to be challenged once the originals had been defeated. The enhanced ones, somewhat comparable to the Mutant Mod's old Maso/Eternity Mode, would have buffed stats all-round and have changes to phases, buffs to attacks, and stronger debuffs in exchange for additional rewards.

Not all bosses got EX counterparts, even in the original plan however. The ones that didn't were those that already had stronger versions appearing later in progression (like the W.Y.R.M.s and Terminus) or Superbosses; with only the odd exception.
The full list of bosses without EX Counterparts was originally: WYRM Beta, WYRM Delta, Terminus, Terminus Apotheosis, Aegis, Etherial Aegis, Slimey, 003, and Xander.



Unbreakable Drake:
The original boss that formerly took the Copperplate Drake's spot; a large dragon whose back was coated in rows of seemingly-impenetrable spines. Due to my inability to sprite scales, dragons, or good wings there was no way this would realistically have been added, but an attempt was made and failed, which became the Copperplate.
[Pic Needed]


Terminus II:
Essentially Terminus going back to his original ways briefly before the Apotheosis fight and thus his 'redemption arc'. Terminus was planned to briefly go evil properly again before being defeated by the player, where he would then realise his villainy wasn't working out for him at all.
[No Picture]


Alien Tech Mothership:
Originally the Alien Tech was only to be part of a larger, more powerful boss. Whether the Tech was just planned to be a minion, the ship core, or part of the ship is currently unknown, though it is known that this boss' plan existed somewhat, but went unused.

Maybe it would have appeared in the unfinished 'Part 3' of Boss Ideas 9, but even I can't be sure anymore.
[No Picture]


Bosses 21 and 22:
Bosses 21 and 22 are those that were seen tagged onto the end of Boss Ideas 9's 2nd part. 21 was the Frost Mage and 22 was actually nameless in the files, just going by 'A'.

The Frost Mage would require its ice cube to be shattered before it could be harmed, where she would then attack faster until it regenerated. Its EX form used green gel instead of Ice, but was otherwise very similar.

22 was a mage with the supposed ability to transform into states resembling EoC, EoW and Skeletron, though none of these states were sprited to any degree. Some plans remain, like how each form counted its damage taken and she wouldn't transform into forms that had taken a certain threshold of damage, but most of her fight is lost. She didn't even have an EX recolour of her original sprite yet due to how early she was scrapped.
Boss Ideas 10:
Unlike the other Boss Ideas entries up until this point, I have actually kept a small log of all changes and unused things were left out of Boss Ideas 10. While many of these are minor, at least they were definitely parts of the original plan and not speculation, like some prior findings.

Planned to return, but didn't:
-> Indigo & Ringo (On request, though only 1 Factory Head returned)
-> Slimey (Appeared in Boss Ideas 9 already)
-> Zazabaan (Left out for... reasons)
-> Arcana & Arcane Engine (Planned superboss, wasn't used due to Engine's complexity.)
-> Stardust Magus (Already has 3 fights, thought there was little point due to likely similarities)
-> Skye (Worried I'd have too many humanoid bosses)

Scrapped Bosses:
10.1: Mia/ Miapolitan
Mia was the ice cream lady seen both from behind in the guide's logo, and in the first half's 'news' section. Mia was a character made back in Technological Terror's early days who quickly became very popular. A few other mods wanted to use her as a boss or have her appear as a cameo, which didn't happen.

Ironically, she also didn't end up making the cut for Boss Ideas 10 either, though this was partially due to the running joke that despite being of boss status that she was actually not a challenging fight at all, seeing as how her only attack involves launching a seemingly endless supply of magic ice cream at people.

Mia also has 2 boss themes; one by Phanta and one by Ran, which would mean she technically had more 'setup' to be a boss than almost any other Boss Ideas entry.

https://soundcloud.com/phantasmental/miapolitan
https://www.youtube.com/watch?v=rQLaPMnxr2Y
Mia has, since, appeared in a boss fight in the Boss Ideas 10 Tomato event, so there's that :)


10.2: Ellie/ Electrika
Ellie, in a similar fashion to Mia, was also made early-on in TT's development and also saw notable popularity. Unlike Mia, however, Ellie actually has combat potential and thus could have been a boss. However, she went unused due mostly to lack of ideas when it came to her attacks.

Ellie also had a theme, created by Phanta, in case she did ever become a boss.

https://soundcloud.com/phantasmental/electrika


10.3: Aetherus
A humanoid duo of bosses who would fuse into a single entity for their 2nd phase. The boss was developed very early-on, but was scrapped fairly quickly due to lack of interesting ideas for their attacks, and to limit the amount of humanoid bosses in Boss Ideas 10.



10.4: Nebula
Nebula is a cosmic mage, somehow related to the Stardust Magus seen in Boss Ideas 2, 5, and 7. In the same category as Mia and Ellie she was a popular character, though was also very powerful and had a few different attack ideas.

She went unused for the same reasons the Stardust Magus and Skye did; where I wanted to limit the humanoid bosses somewhat to avoid a scenario like 'Boss Ideas 8' happening again. Additionally, being another character related to the Stardust Magus, one's inclusion almost certainly meant the other's as well.

Nebula, like Ellie and Mia, has a theme made for her by Phanta.

https://soundcloud.com/phantasmental/nebula


10.5: Unbreakable Drake
The Unbreakable Drake was planned to properly debut in Boss Ideas 10, however it had major issues when it came to spriting it. The Drake was large, the same problem as Garagon has had for many years, making it already hard to sprite, but it also had countless spiked scales running down its back; a feature that the Copperplate Drake has already proven challenging to sprite well.
[No Pic, Same as before]


10.6: Broken Hero Slime
Admittedly a less serious idea for Boss Ideas 10; the Broken Hero Slime was essentially intended to be a powerful slime boss. However, due to aspects like the Hyperion Slime's introduction and the amount of slime bosses as a result, the Broken Hero Slime idea went unused.

However, the Broken Hero Slime has found itself another use in a non-serious mod created by Valentine, so at least it will have some use after all.



10.7: Terragon
The boss ultimately replaced with Terraforce; a large rugged dragon themed around the Terra Blade. Wasn't used due to it being hard to sprite, like the Unbreakable Drake, and because Terraforce already had a sprite and did similar things.

While it hasn't appeared in-person it has been named in Terraforce's lore, meaning it's still a canon entity.
[Pic Needed]


10.8: Dragon Harpy
A harpy-like boss designed and planned to appear in the second half of Boss Ideas 10. It was essentially a large harpy with sharp talons. Her lore intertwined somewhat with the Stormfalcon Dragon from Boss Ideas 5, but otherwise was a fairly 'standalone' character

It went unused both to limit the amount of human bosses, but also due to lack of ideas for an attack roster aside from basic things that other bosses, like Skye, have used in the past.

[Update] The Dragon Harpy has actually now appeared in Boss Ideas 11, having more lore and a slightly altered appearance


10.9: 'Soul' Empresses
A group of bosses based on the concept of the Empress of Light upon 1.4's release. While it wasn't a guarantee they would appear here even upon their design, there was still a fair chance for at least some of them appearing.

The only three with completed designs were Night, Sight and Flight. Fright would have had a design inspired by Skeletron Prime, though there was next to no design for the Might one.

[Update] The Empress of Night has now appeared in Boss Ideas 11, though the Empresses of Flight and Sight have not made any more appearances
Boss Ideas 10 (2):
Boss Changes:
There were some documented changes to certain bosses' attacks in this part, meaning that I can be more certain what was intended and what was simply just 'wishful thinking'. Most documentation comes from Part 2 (21-40), with very little documented from Part 1 (1-20).

-= [1-20] =-
"Less detailed accounts, but some ideas are still remembered"

Cadmar:
-> Cadmar was planned to retain part of his shapeshift ability early-on, though only the dragon form

Sharlteron:
-> Very early in Sharlteron's development there were plans to make him fire-themed instead of sand-themed
-> Sharlteron also had an attack that involved burrowing into the sand, though due to the player's mobility this was deemed to likely just work at Sharlteron's detriment

Centurion:
-> Name changed from Sentinel to Centurion

Wisp:
-> Originally planned to be able to summon barriers whenever, minus Phase 4 where it only summoned one at the start. Less health, but more plentiful.

Cyclonus:
-> Brief plan to give it the unused human form from its original fight, though this was very quickly scrapped

Dystopius:
-> 'Shadow Chains' ability wasn't originally planned, nor the 'execution' attack.
-> Originally on-par with the other Champions as opposed to being a little stronger

Behemoth:
-> Hydra heads not originally planned to disperse, thus the fight was only 2 phases originally.

Twisted Cosmic Dragon:
-> Cosmic Dragon planned to appear upon spawn, then to be consumed by the Twisted Cosmic Dragon before the fight began to relate to its lore

Crystal Wraith:
-> Originally, aspects of the fight such as changing based on depth and time, or its electroweb attack were not present; the fight was far simpler
-> Its earliest design was more plant-based, being presumably made of wood or plant matter. However, this was changed due to similarities to Plantera.

Revenant:
-> Would have properly brought back its transformation ability to some extent, likely only the worm-like form though as its base form has already been made larger as its 'mutant' form had been
-> For a brief time in development its tongue attack was forgotten about. It was in the original plan and in the final fight, but almost got left out accidentally.

-= [11-20] =-
"Detailed changes exist, so these are the most accurate thus far"

Gold Slime:
-> It had a quadruple-bounce attack, where it would jump 4 times in a row with little pause in-between. Left out due to its already-lengthy attack roster and the limited space in its arena.

Dungeon Bones:
-> Could originally summon Giant Cursed Skulls. Left out due mostly to taking up an attack cycle on basic enemies that due to RNG could either be easy or painful.

Corrupt Dryads:
-> Originally had 'resistances': Were resistant to weapons that inflicted Cursed Flames and Ichor and those debuffs' effects. Removed due to not affecting summoner, but 'bullying' melee and mage more than anyone else.
-> Could be damaged by purification effects (e.g. Powder and Solution), which was the original plan for their 'good' ending: by dealing 100% of your damage via purifying methods.

Equilibrium:
-> Originally had one just 'enrage' upon the other's defeat, gaining movement and attack speed and nothing else. Attack roster per split worms was also far less.

Malice Engine:
-> Cannons were originally summoned in Phase 2 as opposed to being summoned alongside the boss
-> Originally in the same position as Crystal Skull; could be summoned using Vortex Fragments and Hardmode materials and thus was only Post-Cultist, though with ML-tier stats. Was instead made truly Post-ML.

Nemesis:
-> Would have had a damaging 'lightning aura' around its body, providing a damaging aura around its segments
-> 'Sparking' animation planned for its segments when using certain attacks. Unused due to not being deemed necessary.

Reflux:
-> The Blue Wyrm wasn't present in the plan, and was a very late addition to the fight; being added to fill a gap in the Wyrms' attack types.

Kingdom's Keepers:
-> Originally, the three of them had separate health bars and thus would be defeated one at a time
-> Fight started out as a single-phase fight with increasing intensity as their health lowered by their attack speed increasing.
-> Phase 2 attacks, and Phase 2 as a whole, never used to exist

Garagon:
-> One of the wind-themed attacks was originally the horizontal and vertical bullet-hell attack that later became one of Garagon's phase 1 attacks
-> Phase 3 used to have the Rod of Discord or some other teleportation method as a necessity. Now it is not compulsory, but it does make the phase easier and the phase is more or less designed with it in mind
Boss Ideas 10 (Tomato):
As expected for something a large as it was, the Tomato Event has also got its own fair share of unused content that didn't ultimately end up getting used for various reasons

Returning Enemies

Early-on, all enemies from the original event were planned to return. However, for the sake of making the event more interesting, unique and well-rounded things were changed. The Worm Rider was dropped even before certain enemies were being revamped, for example
The Executomato, however, wasn't entirely dropped initially and was planned to possibly appear as some sort of mini-boss, using his signature axe. He would've been highly durable and dealt a lot of damage, but was scrapped due to lack of ideas and the tonal shift of the event to only consist of things ranging from cool to cute to silly as opposed to anything 'edgy'.


New Bosses

Aside from all the new bosses seen on the page, there were also 2 that had some design plans that weren't used
The Grand Bloom (Right) was the first of these; a Plantera-like boss in both design and movement, but utilising slow and strange-moving projectiles in the first phase, before adding things like spores to its movepool. There was also a variant who only appeared from the ground and walls and was mostly immobile, somewhat like Calamity's Hive Mind's first phase
It was scrapped due to its design being too close to Plantera, and that it didn't seem as interesting or unique as the other event bosses
Nightshade would have used her assortment of plants to attack the player, and would have been able to inflict debuffs like Poisoned and Venom due to her design origins
She was also scrapped because, despite tomatoes and nightshade coming under a similar grouping of plants, it wasn't obvious knowledge. Additionally, she had few connections to the tomatoes themselves anyways, and her assortment of minions wouldn't have likely synced well with event spawns anyways.


Enemy Changes
Additionally, certain enemies were originally planned to have abilities or design choices they were later either stripped of or never given at all, or that were changed so much they are near unrecognisable (Listed in order of their IDs based on addition)
-Tomato Warriors were planned to originally carry swords with them, as opposed to being empty-handed
-King Tomato was planned to see a return of his bouncy projectiles, but this was also changed due to flight making them somewhat redundant later-on
-Shieldmato would have originally acted as it had done before, but now provides an AoE defensive shield for teammates instead
-Jetomato was originally not planning to return, but did on the grounds his hitbox size increased. He was also only given his defence gimmick far later-on
-The Tomimic was planned to still look like a chest as opposed to a present earlier-on, and didn't have Small Tomatoes in its mouth or attacks before. It also used to still have teeth.
-Tomengineers didn't originally have goggles, and couldn't build sentries. They also almost got the ability to build dispensers to heal nearby teammates, but this was scrapped due to making Candy Cleric seem less important or RNG possibly making these a hassle
-UTOs never had the deathray
-There was never a secret 'Kunoichi' Ninjamato, nor did it originally have a sword
-There was only one type of Wyvern rider, and the Wyvern used to look scarier.
-Tomonster would have enraged immediately even if the rider was still alive Post-Behemoth
-The Tomato Mech almost never had a Phase 2
-Cherry started out as Tomantha's old design from the first Tomato Army event. Later she got her current design, but was called 'Cherry Nebula'. This was then later shortened, and the name pun was mentioned in the 'extra info' section
-Soldiermato could market garden the player
-Captomato never had a hat nor a belt early-on, looking closer to the original design
-Tomaladin would have just had an updated design as opposed to his new one
-Big Boy's shield almost became a modified version of the Cabbage Shield from Boss Ideas 4's unused items
-Tomathena's wings were originally closer to their old design, then became more moth-like, before finally becoming their current butterfly-like wings
-Tomato-Chan's design was a lot closer to Tomato's at first, being almost exclusively a hair change. Also almost received an actual name
-Mia almost appeared in a different dress due to some shading issues, and never had the star attack. Also once planned to just be an easter egg and not a major enemy
-Tombardier didn't used to exist until later-on, and was originally based more on TF2's Demoman
-Never used to be a 'Bunmato'
-Mechamato almost never left his hovercraft, and previously would have just exploded into gibs himself as opposed to just his hovercraft
-Tomatocorn wasn't a unicorn, and going further back was just planned to be a near-direct implementation of Darkpuppey's design. Tomamazon also never used to exist.

Secrets
There were also more secrets in the event plan as well (don't know how they could be called 'secret' though to be fair as it's all written on the pages but oh well)
-Along with the 'Summer Event' there was also plans for a 'Winter Event' that would have put some of them in fleeces, Eskimo outfits, etc.
This was scrapped due to not sticking with the same joke that the summer event had (of being a use for Terraria's voted-for worst potion), lacking concepts, and fear that it would also take some of the uniqueness away from the summer event also
-Also there was a plan to make an item that would allow the player to skip waves in case they died later-on in the event. Though this was replaced with the Toma-token system that would let the player continue from the beginning of the wave they died on as long as they had a token to spare

Missing Waves
-The waves 'Small Friends' and 'Big Friends' never used to exist; with the original waves being removed due to lack of theming and only mild differences between them and the prior waves.
-Additionally, a 4th part of Onslaught used to exist Post-Behemoth; containing all of the non-boss enemies in a single, lengthy wave.
Boss Ideas 10 (Unseen Tomatoes.jpeg):

A hand-drawn image that displays (basically) every cut enemy from the Tomato event. Another image was present alongside it, explaining the reasoning for the lost enemies.



Flag Carrier:
A Small Tomato carrying a flag, acting as the first normal enemy to spawn in with every new wave.
+: Cute aesthetic addition
-: No special properties
Scrapped: Deemed unnecessary, mainly. Additionally, the Tomato Captains already carried flags in their new designs. Also a bestiary entry would force the player to play the event a lot for them.

Ghostomato:
A ghostly Small Tomato. Had flight and could pass through walls.
+: Flight, can pass through blocks
-: Still generally weak
Scrapped: Weird design aspects, as well as being deemed unnecessary as 'cannon fodder' enemies were gradually phased out in-game in later waves and in-design as Tomatoes were gradually given properly unique skills

Worm Rider:
A Small Tomato riding a large, monstrous worm
+: High health and damage, can burrow
-: Vulnerable to piercing damage, grounded
Scrapped: Didn't fit initial tone, and Deathworms have already lost prevalence in Boss Ideas as-is. Furthermore, it was a Post-Moon Lord enemy with no defensive abilities or flight and so seemed like generally easy pickings

Tomatera/ Grand Bloom:
A Plantera-like monster with a red bulb
+: Decently mobile boss with plenty of projectiles
-: Movement generally slower than other bosses, Tendrils caused movement restriction
Scrapped: Just seemed like a worse Plantera, considering how similar it looked and how it lacked a Phase 2 or an enraged state

Tominer:
A Small Tomato that could dig tunnels to the player for other Tomatoes to use
+: Anti-cheese and granted more pathing for Tomatoes
-: Generally weak and slow on their own
Scrapped: Pathing problems presented by the pits. Their paths could also be exploited by tricking them into digging into traps and allowing other Tomatoes in as well

Jetomato (Old Design):
A Small Tomato with a jetpack and a helmet with a visor
+: Fast and highly mobile boss with a small hitbox
-: Generally low damage
Scrapped: A small hitbox on a fast enemy sounded like a bad idea. Initially it was going to be entirely scrapped before becoming the more humanoid Tomato design seen in the event itself

Rotten Tomato:
A more bad-tempered and aggressive Tomato. Generally displeased about being forced to participate
+: ???
-: ???
Scrapped: Lack of general ideas for the boss, as well as not being thematically theming considering his otherwise-antagonistic role

Snipermato(es):
Sniper enemies that would fire high-damage high-velocity bullets. Basically identical to Skeleton Snipers. Two designs existed; one based on TF2's Sniper and one as a general sniper with fancy goggles
+: High-damage attacks, small-ish hitbox to avoid detection
-: Attacks can be interrupted, grounded enemy
Scrapped: Like Jetomato it was deemed that a small hitbox on such a dangerous enemy was a bad idea. Also would have forced the player to constantly keep track of them to avoid their high damage, which was a lot of effort for a regular enemy

Tomimic (Old Design):
Back when Tomimic had teeth and a tongue... and no Small Tomatoes inside
+: Surprisingly tanky, high damage
-: Slow, limited range and attack options
Scrapped: Theming again, deciding to make the Tomimic friendlier looking. Also allowed the new version to summon Small Tomatoes

Nightshade:
A plant lady in a purple dress, sat on a large purple flower
+: ???
-: ???
Scrapped: General lack of ideas for attacks, spawns conflicted with the regular waves, and the fact that 'tomatoes and deadly nightshade are related plants' wasn't a justifiable enough reason (especially considering the fact Tomatoes aren't the same as the fruit)

Nightshade's Plants:
Small, purple bulbs with aspects borrowed from deadly nightshade plants
+: Summoned by Nightshade as much as she desired
-: Little else but a bullet sponge
Scrapped: Scrapped alongside Nightshade, also deemed that too many enemy summoners would conflict with the event's general functionality

???:
Scottish Tomato lady
+: Scottish?
-: ???
Scrapped: Literally only made because of a trip to Scotland. No attack plans, too late into the event's production to include her anyways

Swordmato:
Planned to replace Small Tomatoes later-on in the event
+: Additional damage
-: Same flaws as Small Tomatoes mostly
Scrapped: Deemed unnecessary due to the inclusion of the stat-scaling mechanic

Some enemies and bosses may be missing from this sheet. I'm not sure how many if any, but I thought I'd give a heads-up.
Grand Bloom and Nightshade were the main 2 who almost got into the event. The others didn't make it far enough through production to realistically make it into the event, unfortunately
[Added: 9/7/21]
Boss Ideas 11:
Boss Ideas 11 did a few things, including actually giving Jelly/Slime Lady a boss fight and using some of the redesigned characters like Zazabaan. Of course, however, there are as always some things that didn't make it in:

[1-20]
Not as well documented as the first half

Levialous:
Originally referred to as the 'Abyssian Conqueror' judging by the name of his unfinished sprite, and had formerly not held much actual importance in the lore instead of taking his current role of being the 'Terminus' of Boss Ideas 11
[14/3/21]

Solstice:
Originally, the 4 Solstices the player fight were intended to all use different attacks based on the different classes, and would have had different cores at their centres. This was scrapped due to their lack of size and general unimportance for such a broad set of moves
[23/2/21]

[21-40]
"Housed a lot of small changes, as well as some big ones, mostly referring to stats and attacks more than anything. Also listed with buffs (+), nerfs (-), or general changes (!)"

Slimurai:
+Sword swing attack didn't originally fire projectiles, though now does
[23/2/21]

Gadget:
+Only one of the two 'electric orb' attacks had homing properties, but now both do
[23/2/21]

Scribe:
+The 'water ball' attack now has the ball explode into additional water droplets
! Water sword attack now has a limited amount of use to prevent cheese
[23/2/21]

Ryuuk:
+Portals are now capable of dealing contact damage
-Damage reduced from Ryuuk's contact damage down to regular projectile damage
[23/2/21]

Cloud Harpy:
+Expert Mode now increases the amount of rain clouds she can summon
[23/2/21]

Flamaw:
+Gained a new attack where it aligned with the player before shooting fireballs
! Gained the ability to drop the Temple Key
! Primary 'fireball' attack now a shotgun-like burst as opposed to a rapid-fire barrage
-Energy Explosion attack moved to Phase 2
-No longer adds gradual buffs to its attack speed in Phase 2
[23/2/21]

Shade Wyrm:
! Name changed from Shadow Dragon to Shadow Wyrm and finally to Shade Wyrm
[23/2/21]

Dynamo:
! Can now be stunned using certain magnet items
-+Stun: 4 (6) seconds of increased attack speed once it expires
-+Stun change reduced as fight progresses
--Stun: 3 (2) seconds of being immobile
+Phase 2 can now increase the duration of mana sickness
+Added 'vortex lightning cluster' attack
! Special drop added for mages
-'Lightning orb + teleport' attack is now a Phase 2 attack
-Loses an attack where an energy ball splits into small electrical bolts
[23/2/21]

Valkyrie:
+Added a 'v' of feathers to her Phase 2 charge attack
[23/2/21]

Fudon:
+Can now teleport in Phase 2
-Fudon's special attacks now interrupt the bow's firing; preventing it from firing until the attack ends
[23/2/21]

Amazon (Rematch):
+Can inflict Unstable Magic
+Added flower effect to make teleports more interesting
+Seed Bomb attack launches 3 seeds instead of 1
+Flower effects can deal contact damage
+Expert Mode's 2nd Guardian spawned at 40% health instead of 33%
[23/2/21]

Eudeus:
+Can inflict Unstable Magic
+Increased movement speed in Phase 2
! Now has 2 separate phases
! Sword spawn health altered
-! Changed from 90%, 75%, 60%, 45%, 30% and 15% to 75%, 60%, 45%, 30% and 15%
-! Changed from 100%, 87%, 74%, 61%, 48%, 35%, 22% and 9% to 80%, 68%, 56%, 44%, 32%, 20%, and 8% in Expert Mode
---Both mean 1 Enchanted Sword is lost in both difficulties and is never spawned
[23/2/21]

Stardust Magus:
+Can inflict Unstable Magic
+Phase 2 is generally more aggressive
+Phase 3's 'giant stardust ball' is thrown at the end of the fight
-Star Cell minions lose 20 defence
[23/2/21]

Crawling Eye:
+Can inflict Shadowflame
+Mirrors now multiply shots instead of just deflecting them
+New Phase 2/3 transition attack
+Can launch globules when above the player as opposed to just from the side
! Barrier given a set amount of health and defence
[23/2/21]

Geresso:
+Can inflict Unstable Magic
+Gained a new 'mine' attack in Phase 2
! Brown Wisps now launch an arc of 3 projectiles instead of a deathray-like laser
[23/2/21]

Oblivion:
+Can inflict Chaos Ember
+Carriers of Oblivion gain the 'shot stream' attack
+Oblivion gains a new 'Split and barrage' attack
+Oblivion gains a new 'Constant maw stream' attack
+Oblivion gains a new attack involving a deathray that releases maws
+Black Hole attack now summons maws
+'Spike' attack given more variation
+Gradually gains attack speed in Phase 3
! Phase 1's 'Servants of Oblivion' renamed to 'Carriers of Oblivion'
! Uses more of its own attacks between transformations in Phase 3
[23/2/21]

Havoc:
+Can inflict Shadowflame
+Can inflict Chaos Ember
+Some attacks may also inflict Chilled and Venom
+Reflected 'large fireball' now also releases sparks
! Officially ranked as a Tier 1 Superboss
! Gave the gas and ice cloud attacks separate damage
! Reflected 'gas ball' has a different effect. No longer releases 8 smaller gas balls, instead coats Havoc in damaging toxic clouds
[23/2/21]

Levialous:
+Can inflict Chaos Ember
+Given additional damage resistance to make up for the lower health than other similarly-tiered superbosses
+New Black Hole attack variant utilising deathrays
+New Black Hole attack variant utilising teleportation
+'Sphere ring' attack has an additional homing variant
! Officially ranked as a Tier 2 Superboss
! Deathray attacks no longer launched from mouth, but instead his chest
[23/2/21]

Reverence:
+Can inflict Golden Flames
+'Pillar of light' attack can be repeated with different positions for the pillars
+'Sword of light burst' attack has a 2nd, more random, variant
+Damage over Time effect from getting too far away from Reverence applies to all phases, not just Phase 3 anymore
+'Wall of swords' attack has a horizontal variant
+'Wall of swords' attack can be used up to 3 times in succession
+'Giant sweeping laser' now has variation in how far it can rotate as opposed to staying set at 720 degrees
+'Horizontal and vertical pillars of light' attack has an additional 'random' variant
+'Bullet-hell' attack has a vertical variant
+'Bullet-hell' attack has a mixed variant
+New Phase 3 'sphere of light burst' attack
! Officially ranged as a 'Special' Superboss
! Electric 'net' changed to a 'pulse' for the sake of visuals
! Both 'explosion' attacks merged into one attack slot. Effects of the individual attacks remain mostly the same, however
-Phase 2 has reduced aggression
[23/2/21]

As it gradually becomes more apparent I greatly underdesigned the original fights for many of the late game or superboss entities, so a lot of the stuff was added on the later drafts, especially compared to the Pre-HM and Hardmode boss changes.
Boss Ideas 11 (2):
41-60:
Dragon of Old:
-Defence decreased from 10 to 8

Sea Crawler:
! A Hardmode variant was initially planned at roughly Plantera-tier. Scrapped early-on so details are lacking

Buff Rat:
+Rat spawns used to act as weak Fighter AI, but now act like grounded projectiles
! Added an additional crowd of rats that watch from the background as the fight progreses

Phantom Herald:
+Attacks now inflict Darkness
! Initial 'humanoid' appearance replaced

Mothma'am:
+'Row of Swords' attack can summon 8-12 projectiles in Expert as opposed to just 8
+Dash attack can end with her throwing her sword at the player
+Gains movement speed as she loses health in Expert Mode
! Lacked a name until very late-on. Still technically lacks a proper name, though

Arachking:
+Can summon Black Recluses in Phase 2
! Now fought within an arena
! Name changed/corrected from the original 'Araking'
! Phase 2 fleshed-out as opposed to just being an attack speed increase
-Lost a lunge attack that ended in a shockwave

Fear Machine:
+Now receives significant buffs during the daytime
! Appearance looks more like Nightmare than Skeletron Prime now, but retains the limbs

Hathy and Anna:
+Inflict Potion and Mana Sickness, respectively
+Anna's 'burst' attack now has a single burst of 10 projectiles instead of 2 bursts of 5
! Hana now has a name
! Hana's charge attack will no longer de-fuse her into Hathy and Anna briefly.

Aetherus:
! Original 'organic' look scrapped
! Used to have a vulnerable body and invulnerable tethers, like Plantera

Empress of Night:
+Gained a nighttime variant with doubled damage resistance
+Phase 2's 'quick burst of stardust projectiles' summons 15 instead of 12

Illuminaris:
+Gains a 2nd phase with enhanced attacks

Phantasm:
+Initially a grounded boss, though given flight due to design changes
+Crystal given its own phase near the end of the fight
! Design made more dungeon-like as opposed to the initial plan of making it closer to the Boss Ideas 7 variant

Resonance:
! Phase 2's horizontal charges are now affected by its remaining health
-Pulses across all attacks initially planned to be larger and faster, but made weaker due to Resonance's speed and aggression

61-80:
Creep
+Damage increased due to Hardmode spawns
-Health reduced due to progression and damage buff

Sunny
+Can now spawn defence-boosting sunflowers. Sunflowers no longer just to block attacks

Descendant
! Initial design based on Happy Wars' Meteorons, but changed due to reference being too obscure

Leech
! Design concepts more eel or leech-like, but changed due to being harder to sprite

Mr. Spindles
+Can now create its own walls to climb
+Paraspiders can spawn themselves when Mr. Spindles' health is low enough
! No longer carries eggs due to being male, instead hosting parasites
! Infested Skull can summon Mr. Spindles in Hardmode

Lil' Planet
+Added a 'panic phase' in Phase 2

Water Spirit & Cinder
! Generally-similar design changes/enhancements

Temple Guardian
+Can inflict On Fire! with certain attacks
+Can grant a boost to Golem when summoned alongside it
! Initial concept of making the Guardian pursue the player if they breach the temple early, similar to the Dungeon Guardian

Geostorm
+Gained an 'enraged' variant if taken to the surface

Dominance
! Initial plan had it directly related to Scourge. Aside from some lore hints this is mostly absent
! First design plan had it more humanoid
! Second design plan made it look like Boss Ideas 5's pillars of Flame, Frost and Venom
! Given dialogue and a voice much later-on

Solar Flare Wyrm
+Gained a Blinding Light debuff
+Gained the 'Flash of Light' ability absent in its original plan

Maiden of Steel
! Name changes. Started as 'Maiden of War' from Slayer's concept and then 'Maiden of Iron' as a reference, but name changed again because it sounded better
! Now has a pet ferret

Red
+Gains attack speed and an aesthetic red glow as he loses health
+Deathray angles adjusted
! Small design changes, including increased height and gaining an insignia

Eharas
+Only the yellow worm can be attacked when split
+Switches between passive and aggressive mode more frequently
! First design was red and purple and more monstrous, being 'world evil' related
! Second design was green and yellow, related to Ichor and Cursed Flames
! Third design was similar to the second concept, but was a Chaotic Entity in a cloak of some sort
! Fourth design was a hallow monster on Slayer's request, but wasn't a worm and was more Plantera-esque
-Can now be damaged when split apart. Wasn't possible earlier in concept

Nazar
+All attacks gained 'alternate' variants
! Summon is no longer automatic upon reaching its summoning room, requiring interaction with the nazar stand
! Nazar's structure is now guarded by powerful, mini-boss like enemies to prevent early exploration

Scavenger
+Clones are smarter and have access to Scavenger's attacks
+Less health lost when cloning; no longer 5%
+Cannot kill itself by trying to make clones anymore
! Slayer's concept of the 'Soul of Levialous' was reworked into Scavenger, losing ties to Levialous
! Design similar to concept, but now more bird-like
-Clones heavily limited. No longer has freedom to summon as many as desired

Jest
+Clone has been made invulnerable
Boss Ideas 11 (3):
81-100:
Unfortunately there is minimal documentation for the first couple of bosses, though at the point Hardmode starts all bosses in this page have a proper changelog

82 - Mel & Zerof:

! Originally, Mel's sprite was female. This was changed because the actual creator of the character confirmed that A. it's an actual character and not a 1-off joke and B. they were male.
Thus this sprite has been removed from the page and the change made

83 - War Pig:
! Originally planned to have a Post-Blacklight variant where he would expose his dormant power left over from his fighting days.
! Also had some undisclosed lore about helping to train Storm, but this isn't seen in-game or even in his lore entry

84 - Mr. Meatball:
-His tooth projectiles now decelerate

85 - Mega Pixie:
+Phase 2 improvements: More pixie spawns, drop-down attack can reposition itself, and projectiles will still count as targets for projectiles
-Drop-down attack now has the ability to make the Mega Pixie flinch briefly depending on the landing

86 - Static Head:
! Gained an actual death animation
! Face only changes into other forms during Phase 2

87 - Viscera:
+Horizontal charge in Phase 2 is no longer X-Locked and has vertical movement. Droplets released also fly backwards during charge

88 - Charlie:
-Fire spiral only has 5 arms in Expert now, only having 4 in Normal

89 - Prodigious Defender:
! Phase 2 now has 1-3 dashes as opposed to just 1
! Bomb drop attack now creates an '< >' of fireballs, not just pillars of fire
-Lock-on laser moved to Phase 2 to balance out attack pool

90 - Spectral Leviathan:
! Gained the third phase. Didn't originally exist.

91 - Grand Fae:
+Deathray attack can now rotate the deathrays as opposed to them being stationary
! The Fae and her minions leave after-images while dashing now

92 - Harbingers of the Hunt:
+Locust can inflict Withered Armour, Stanley Dazed, Grim Withered Weapon and Conquest Blinding Light
+Grim's shadowflame skulls now have a homing effect
+Gave Conquest a new bullet-hell attack
! Grim's scythe attack now has organised 'walls' of scythes, but lack homing properties
! Conquest's sword slash and his horse's fire breath attacks are used simultaneously
-Locust cannot revive itself anymore

93 - Georegulator:
+Now inflicts Unstable Magic
+'Predictive' charge has 2 fireballs now, not just 1. Additional fireball also predicts player's movements
+'Normal' charge additionally launches an arc of 3 fireballs
! Fireballs, when bursting into smaller fireballs, are no longer set at 3 and are now randomly between 2-5
-No longer performs a charge before releasing the 8 deathrays

94 - Remnant:
+Can now inflict Shadowflame
+Health buffed significantly
+Fireballs can re-adjust their angles mid-flight once
! 'Mark' attack projectiles no longer turn smoothly
-Broken-off segments no longer charge at the player
-No longer attacks faster as it loses health, though still moves faster

95 - Marble Renegade:
+New additional 'arcs of 3 spears' attack
+New additional 'column of swords' attack
+All health-dependent attacks performed 5% earlier in Expert. 5% stacks per attack unlocked.
+'Row of swords' performed significantly earlier, no longer 40% but 55% health
-No longer gains attack speed above 40 (60)% health

96 - Prism Knight:
! Phase 2's Unstable Crystal attack now releases 3 crystals initially, instead of 1 that simply splits into 3

97 - Husk:
+Deathray attack now a proper barrage of deathrays
+Deathray attack can be used multiple times in succession as opposed to just once
! Charge attack comes from background, not just near the player as usual

98 - Technicus:
+Fist's fireball releases 3 bursts of smaller fireballs, not just 1 anymore
+Cannon's fireball cluster attack also has the cannon follow the player
+'Flying down' attack now also launches fireballs upwards, not just to the sides of Technicus' core
! Railgun now releases 2-4 deathrays in succession, not 3 over the span of several seconds
-Railgun does not move during bullet stream attack

99 - Acrimony:
+Phase 1 gained a new melee attack
+Crimson Sorrows repeat their cycle an extra time
+Bullet-hell attack's projectiles now accelerate
+Explosion attack has a lingering effect
! Altered movement pathing. No longer like LC but is instead more mobile
! New mysterious easter egg

100 - Lost King:
+Dash and slash attack summons arcs of 3 crescent projectiles
+Dash and slash attack predicts player movements and tries to intercept them, not just directly at player anymore
+Multi-burst attack projectiles accelerate
+'Flower' attack projectiles accelerate
+'Sword deathray' attack can be used up to 5 times in succession, not just 3 anymore
! Name changed from Old King to Lost King. Possibly a typo
-'Sword rows & ring' attack moved to Phase 3 to balance new attack additions

??? - Harpy:

A sprite placed alongside the other Boss Ideas 11 bosses, but without a number of a name aside from 'Harpy'.
Why?
[Added: 9/7/21]

Ok I found some more stuff as well, being some unused sprites. Not too many changes from what are seen on the page, but there's a few small details absent here and there, as well as a scrapped boss

-The Cinder Siren with a smooth tail, made before she was given scales
-Levialous' semi-complete form, though with the tendrils absent
-An armless Crimtaminator, perhaps planned to display the Phase 2 changes?
-Prism Knight without her wings, perhaps in preparation for a Phase 1 more similar to the original?
-Locust, though much more fly-like. The horse is much the same aside from the snout, but Locust is almost unrecognisable
-Stanley lacks the additional plating, as well as mild changes here-and-there
-Grim's mask is different... definitely no other big changes there at all
-A scrapped nose enemy with a moustache, perhaps in reference to Munchkin's Floating Nose enemy
-Levialous back when he was still called the Abyssian Conqueror, missing his entire cape
-Levialous again, though with a beta design for his cape. Mainly just missing the 2 additional 'tendrils'
-A Dragon Harpy without claw/hands on her wings, though otherwise the same
[Added: 16/7/21]
Boss Ideas 11 (Event):
A pirate-themed event originally planned for the end of Boss Ideas 11. It was scrapped fairly late in development due to lack of interest and difficulty regarding later spriting and balancing problems.



The original character roster and any completed sprites

The bosses were as follows (following the sprite order):
-Yellowtail - A pi-rat-e... that was the joke. Intended to be a hardmode-tier boss with a crew of mainly rats
-Octavia - A purple humanoid octopus. Hardmode-tier, but later than Yellowtail, and had a crew of crustaceans and cephalopods
-Flint Lockheart - "The hot one" I guess, complete with a self-centred but endearing attitude. Had a scar on his chest. His crew were all humans and he was fought in late hardmode
-Willow - A shy ghost pirate, typically fought alongside Arbalest. Crew were mostly ghosts with a few humans among them, also fought in late hardmode
-Arbalest - A skilled marxman who fights alongside either Willow or Lapis. Didn't have her own crew
-Lapis - An 'air pirate' as opposed to a sea pirate. Crew was identical to Willow's in functionality, but were all humans. Actually a 'secret boss'
-Greenbeard - A tomato pirate. Owned a man-made island/storehouse in the ocean that was deemed neutral territory, but got involved after it was attacked. Crew of humans and Tomatoes
-Dutchess - Fishron-esque boss with a pigron, human and merfolk crew. First Hardmode boss
-Oceana - A giant mermaid carrying a ship. Fought alongside her 'sister' Aria instead of having a crew
-Aria - A smaller mermaid who found and helped Oceana long ago. Has a crew of mermaids and fights alongide Oceana
-Cursebeard - Shadowflame skeleton with a shadowflame crew. Had a 2nd form planned that was scrapped at the tail end of development.

Unsprited, but relevant:
-Keeper - A golden fiery-looking humanoid responsible for creating the so-called 'pieces of eight'
-Neptune - A powerful ocean elemental sealed away for his wrath. Looked like a merman made of water in the initial design



The general idea was the player would try to collect the 'pieces of eight', a common pirate treasure in media. The player could also ally with other pirate factions and get unique dialogue during boss waves.
Neptune was meant to be sealed away by some seal only broken when the coins were gathered, forcing the player to fight and defeat them to end the event.
[Added: 8/11/21]
'Redesigned, but Unused'
Some bosses have also received redesigns, though they have yet to actually appear with their updated designs in Boss Ideas. These designs would likely replace their old ones if the bosses were actually made, as to be expected:

-Acrimonious (Now going by just 'Acrimony')


-Astrum Delirium (Now going by just 'Delirium')
[Seen Previously]

-Blooming Chrysanthemum (Fused with Jungle Bloom)


-Bush Goliath (Now in-use due to Tomato Event)


-Charlotte (Appeared in Boss Ideas 11)


-Dark Star Magus


-Grand Fairy


-Forest Spirit


-Ikari Doragon (Now going by 'Furious Elder')


-Indigo


-Malevolence


-Mawdragon


-Nebula Devourer


-Prodigious Defenderfly (Now going by just 'Defenderfly')


-Spectral Leviathan


-Spectre


-Spirit King (Name corrected to 'Hallowed Emperor', as its file name states)


-Storm Deluge (Now going by just 'Deluge')


-Storm King's Hand


-Stormfalcon Dragon (Now going by just 'Storm Falcon')


-Technicus


-Tomantha (Now in use due to Tomato event)


-Tomathena (Now outdated due to Tomato event)


-Void Heart


-Water Spirit (Got another redesign, now appears in Boss Ideas 11)


-Zazabaan (Appeared in Boss Ideas 11, though in a mech suit)



On another note, there was also this remake of Fogbound that I made. But seeing as I didn't make Fogbound it wasn't included above.
'Unseen Bosses'
A combination of both bosses that do not have fights, or ideas that have not come to fruition yet. They have the chance to be seen in the future, however, so not all hope is lost.


1. 'Judgement'
A spherical, gooey monster made of Chaotic Energy. It was planned to be a similar superboss status to many other Chaotic Entities, like Oblivion and the Doppelganger, either appearing in Boss Ideas 9 or 10. It could become a large sword as well, which was its main 'combat form'.



2. Delirium
Technically just Astrum Delirium in concept, though its planned fight would be so drastically different that the two cannot really be fairly compared. Delirium would use trickery - such as affecting the player via debuffs, or by teleportation and false clones to mess with the player.



3. Arterion Reborn Bosses
Arterion was planned to be remade, essentially back from the ground up again, and would feature new bosses.
See the next heading for more details.


4. Grinning Wyrm
A large, grinning worm boss. It would have acidic spit and have an ability comparable to one of the Devourer of Gods' old abilities where at 20% health it could summon a full-health clone of itself.



5. Previously-Mentioned Bosses
The Unbreakable Drake, Mia, Terragon, Ellie, Nebula, etc. are all unseen bosses and thus have a fair chance of also making appearances in the future. Not all of them are certain due to limitations, but they are higher-priority than many completely new bosses like with the other unseen bosses on this list.


6. "Slime Lady"
Another boss partly made in collaboration with Valentine for a joke mod. It has, however, some unused design aspects due to the nature of their mod being memey as opposed to being a 'serious' mod

As of Boss Ideas 11, she has now made an appearance under the 'Jelly' boss fight and thus is no longer unused


7. "Mothron Lady"
Made at first as spriting practice, but the animation was smooth and I ended up liking the character somewhat and thus planned some parts of a fight, including being able to launch projectiles similar to the True Nights Edge and True Excalibur, as reference to the Broken Hero Sword.

As of Boss Ideas 11 she has been added under 'Mothma'am', using the same sprite
Unseen Concept: Arterion Reborn
Arterion Reborn was a project thought up during the production of Boss Ideas 10's 2nd half, and would have essentially been a complete revamp of Boss Ideas 6.

Instead of altering the original page, this would be its own separate page due to the sheer volume of changes that would occur within it; with bosses being added and removed, changes to things like Fury Mode, boss ordering and placement changes, and some bosses being hidden behind events.

Changes to existing bosses include:
-> Fury Being renamed to Fury Slime and being moved to Post-Skeletron
-> Bone Meal no longer being a worm boss
-> Annihilus being hidden behind an event, and no longer being an 'insta-kill endurance test'
-> The Phantasmaw being replaced by Pincushion
-> Desert Defenders and Sulker not returning in any way, with new bosses replacing them around their points in progression

New bosses included:
-> Grimace - "A fleshy mouth-like monster with an eye hidden behind its grin"
-> Brainworms - "A worm boss seemingly made of brain-like meat, essentially a link between Crimson and Corruption"
-> Garden - "A skeletal mass in the shape of a tree"
-> Corpse Bloom - "A plant twisted by the world evils, something lurking within"
-> Wretched - "A large sludgy insect that swarms foes with its workers"
-> Pincussion - "One whose mind has been infested by voodoo-like spirits"
-> Depths - "A colossal sea creature, drawn to the surface by the chaos above"

All returning bosses will have changes to their fights (most notably to entities like Bone Meal and Annihilus) and have their ordering changed to make progression smoother and a little less linear.


This project has not been completely abandoned, however. It has, though, been shelved for the time being.


This information has become outdated as of 19/9/20, as this has now been created
Unseen Concept: Tomato Armies Remake
Like Boss Ideas 6, this staple of the original Boss Ideas was planned to at some point in the future make a comeback somehow.

Many of the entities seen in the original will be reworked to either work together better or to be more interesting, some may be removed due to theme clashes or generally being un-fun, and some other Tomato-related bosses not originally tied to the event may be making their appearances as well.

Unlike Arterion's page, however, this has far less development than it and thus not as much can be said on this topic in comparison.

This information has become outdated as of 8/9/20, as said event has now been created
Lore Changes:
Since Boss Ideas does have a lore (admittedly one that's so large that I had to give up the original attempt at writing it out because before I was even partly done it was already outdated) changes to the lore and story have happened gradually over its life cycle. Unconnected events have been connected, unimportant characters given roles to flesh them out further, and parts of the story have been refined to make them better overall than they were before.

Without a doubt this is likely to become a lengthy chapter if I write it all down here, so I will hopefully in the future get around to making an up-to-date lore page with every important character on it.

Please note these aren't all the changes, but just a few to give some examples as to the sorts of changes made, and for some more of the more important ones that aren't as lore-heavy.


Acrimony
Acrimony has by far had the largest changes to his concept, going from a fairly unimportant character with only mild ties to one of the main antagonistic forces in the Boss Ideas lore.

-> Ichorian Spark has been given the additional title 'Lifeblood', and now ties both Indigo and Titus to him. Malignance and Malevolence, as well as the Hellstone Abominations he'd made like the Netherwyrm, are also still his.
-> He was the right hand man of the 'Lost King', though lost his status when Garagon was given the throne. Acrimony has since essentially 'rivalled' Garagon and attempted to take back what he deems rightfully his.
-> His ties to Storm are similar, but now Storm is successful at getting her friends out of the 'academy' before it is destroyed. Acrimony also has a lot of spite towards her as well.
-> General meddling with other characters' backstories


Deluge
Deluge now played a brief antagonistic role, meaning that her paths intertwined better with some other characters.

-> Tricked by Acrimony into attempting to usurp Storm's position
-> Storm helped her come back to her senses and form the Stormchasers
--> Storm Falcon is no longer apart of it, and is instead a separate entity


The Lost King
Received a mild few changes to add to his character, though these clash with the Boss Ideas 5 original canon and so will be addressed briefly

-> No longer returns to his kingdom, and remains completely anomalous
-> Was actually near Garagon in terms of strength, and mentored him. Also was the one who told him of other legendary dragons who Garagon would later locate and seek wisdom from


Frost
Some more small changes to her backstory as well, partly changing her origins and her signature weapon.

-> Former backstory entirely erased. Origins somewhat unknown, with a mysterious master she used to serve (possibly the Lost King, but unknown). Ageing stopped due to her use of ice magic, so actual age unknown.
-> Trained by both Storm and Ember with their respective weapons, and read up on other types from Garagon's library. Now uses a staff where she can use ice to shape the ends into various weapons, to make it far more interesting.
Final Notes:
Much of this stuff has been... interesting to revisit.

Lots of embarrassment coming from some of the older unused sprites, but this is solely to ensure that even if this PC falls apart some previously-unseen Boss Ideas history won't be lost forever.

This page will (hopefully) continue to be updated, either with bits being edited due to getting future use, added to as more Boss Ideas pages are created, or updated as more information is corrected or uncovered in the future (or that I get around to finally filling in all the lore stuff, because there's a lot of that... might even need its own page or me to fix the old one...)

Anyways, I hope you enjoyed this glimpse "behind the scenes" of Boss Ideas, as it was quite interesting to see.
Also that you enjoyed my drawings because most people don't ever get to really see any of my concepts... until now! (Dun Duuuun)



Anyways, hope you enjoyed, and see you all for whatever the next page will be! :D
8 件のコメント
Lucaaninator 2023年7月8日 23時29分 
░░░░░▐▀█▀▌░░░░▀█▄░░░
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE
░░░░░░▐▌▀▄▀▄▀▐▄░░ WORKSHOP
░░░░░░▐▀░░░░░░▐▌░░
░░░░░░█░░░░░░░░█░░░
Skoores 2021年10月11日 15時29分 
That's a lot of stuff
Miach 2021年6月10日 23時59分 
@Afternight: and plz correct me if i'm wrong, but did u say " i need help. god why do i like talking backwards so much? why am i talking backwards? i don't know, don't ask."
Okami Tomato  [作成者] 2020年8月14日 6時16分 
Thanks :)

(Though I don't honestly think I could provide more than 1,250 hours of reading content even with how wordy stuff related to Boss Ideas normally is :P)
KIADA DAIE 2020年8月13日 19時17分 
Wow! A lot of stuff I never would of considered. Its amazing how much goes on behind the scenes. Ive learned to look at Terraria with new found respect and appreciation. I may have over 1250 hours under my belt but I bet I could put more hours into reading what I dont know!
Thank you. I really enjoyed that.
Twylitefox 2020年8月6日 9時34分 
.deerga

yhw ma i gniklat ?sdrawkcab i tnod ,wonk tnod .ksa

dog yhw od i ekil gniklat sdrawkcab os ?chum

i deen .pleh



yes those are real words
Beast Clarke 2020年8月5日 0時25分 
these look amazing
Beast Clarke 2020年8月5日 0時24分 
wow