torch2424 / radical-rumble-robots

A fighting game for the GameBoy
GNU Lesser General Public License v3.0
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Game Design Doc / Discussion #2

Open torch2424 opened 4 years ago

torch2424 commented 4 years ago

Radical Rumble Robots Design Doc

A fighting game, inspired by Super Smash Brothers, for Gameboy.

Story

World Building

Year is 3030, people have their own virtual bots they use to battle, and its the hit craze on the street. Often used to settle arguments, or for fun.

Potential Ideas

Campaign mode: Some bad guy can figure out how to bring the robots to the real world like Digimon movie, and cause havoc. Player would have to find the scientist who had hidden research on this, so you can fight them. Bad guy reveals them self after the first 1/5th of the game, at a major tournament that you are participating in, and make it through pools (kind of like Kingdom Hearts 2).

Modes

Arcade

Should be like smash 64 classic mode, and you earn coins to unlock new characters. But new characters only appear in the shop after completing certain tasks. (E.g Take less than 30% damage on the 5th battle).

Rumble

Simple fighting mode. Kind of like just normal smash mode where you pick characters and fight.

Controls:

B (Block):

A (Attack):

Dpad (direction):

Resources

Prior Art


Edit Log

torch2424 commented 4 years ago

@MarkMcCaskey If you are still interested! I have a buddy that would be interested in doing some art for the game :smile: Thus, made the repo public, and we can try and figure out a good way to keep working on this (albeit, probably once my other wasm projects slow down).

MarkMcCaskey commented 4 years ago

@torch2424 Hell yeah! That sounds fun; I can make a project structure design doc too, I've been thinking about it a good amount actually. Making a solid pipeline to easily update and package levels from raw sprites + metadata. There are some technical issues which we should discuss that I don't have answers to but that we can easily find online or through testing, like the precise limitations of sprites and background tiles.

I'm really into melee, so I see everything through that lens. Smash is really complicated. https://smashboards.com/threads/list-of-all-possible-character-states-ie-downdamage-downwait.400270/ here's a list of the over 300 states every character can be in.

I think we'll have to make pretty significant and aggressive simplifications for this to work as a gameboy game.

torch2424 commented 4 years ago

Hell yeah! That sounds fun; I can make a project structure design doc too, I've been thinking about it a good amount actually. Making a solid pipeline to easily update and package levels from raw sprites + metadata. There are some technical issues which we should discuss that I don't have answers to but that we can easily find online or through testing, like the precise limitations of sprites and background tiles.

Rad! Yeah feel free to open an issue and we can figure it out 😄

I'm really into melee, so I see everything through that lens. Smash is really complicated. https://smashboards.com/threads/list-of-all-possible-character-states-ie-downdamage-downwait.400270/ here's a list of the over 300 states every character can be in.

Any smash lens is good 😄 And woah! That is a big list. Though, if I may say, it seems like a good chunk of them are items, which I don't think we'd really need for an MVP. But it'll definitely be good to keep in mind!

I think we'll have to make pretty significant and aggressive simplifications for this to work as a gameboy game

Definitely! Which I think is part of the fun / challenge (and makes it less work to build) 😄


I also went ahead and listed some "prior art" that I think it would be good to take inspiration from! 😄 cc @MarkMcCaskey