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TIGSource ForumsCommunityJams & EventsCompetitionsSportsHot-Blood TAG Brawl [FINISHED]
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Author Topic: Hot-Blood TAG Brawl [FINISHED]  (Read 16113 times)
MapiMopi
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« on: October 31, 2012, 11:44:04 PM »


Crashing faces in the name of sport, what could bring you more gratification?!

It is a game of extreme touch and run where one not simply tag but smash it in the opponents face for the heck of bloody circuses. Audience with bated breath look at how you trying to get as many opponents as you can while not lose consciousness and how you dodge those furious fists with grace and ease.
This is Hot-Blood TAG Brawl!



Original post:

Nothing big, because I don't have much time and have another project to do, but that would be a shame to not to try.


The game is similar to dodgeball, but played not with a ball but with a person!
So the rules are next:
Two teams, one on the field (defenders) and one outside (attackers).
When the play begins one of the attackers run into the field and trying to punch as many people from the opposite team in the face as possible.
To increase the challenge, attacker must hold his breath, so the time is limited by his stamina or endurance. Number of plays is equal to number of players in each team.

When player punched, he's out. When player loosing his consciousness on the field, he's out. The team with most players left or with last standing player is winning. Simple.

For attackers the gameplay will be consist of tapping a button to hold breath more effectively and hurrying to get out of the field. For defenders: controlling the whole team and trying to get farther from the attacker without leaving the field.


I hope this idea is ridiculous enough to be interesting and fun. I'm going to prototype this thing once I'm home.
« Last Edit: November 21, 2012, 03:26:23 PM by MapiMopi » Logged

Danmark
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« Reply #1 on: November 01, 2012, 12:01:42 AM »

Hah, I love it. You should test this IRL.
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goshki
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« Reply #2 on: November 01, 2012, 12:18:16 AM »

When the play begins one of the attackers run into the field and trying to punch as many people from the opposite team in the face as possible.

Will the defenders be able to counter-punch the attacker or must they just evade him?
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MapiMopi
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« Reply #3 on: November 01, 2012, 12:23:11 AM »

Evade, I think. That would be too much of advantage.
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MapiMopi
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« Reply #4 on: November 01, 2012, 02:25:34 PM »

This is what I got in one evening:

These sprites are placeholders (I hope).

Red guys are dodgers. They don't do anything yet except facing puncher and dancing with their legs on one spot.
Attacker already can run, hold his breath and wave his arm. Also, his face turns red.
Bar represent how long attacker will stand.
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Code_Assassin
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« Reply #5 on: November 01, 2012, 02:50:15 PM »

That's pretty good progress for one evening. Keep going =]
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Derek
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« Reply #6 on: November 01, 2012, 02:51:03 PM »

Those are adorable (placeholder) sprites.
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J. R. Hill
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hi


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« Reply #7 on: November 01, 2012, 05:09:01 PM »

Awesome!
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MapiMopi
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« Reply #8 on: November 02, 2012, 02:21:41 PM »

Dodgefist is a bloody sport!


Features:
4 types of blood stains that are remain on the field till the end.
Attacker runs a little bit faster by tapping the button really quick.
Attacker will pass out if breath timer is empty while he's on the field, but will just stand there panting if you've managed to get out.
Splashes of blood and shaking screen after landing a punch.

All your opponents are shaking in fear! (sure, it's you're the one who giving the punches left and right)

So the main mechanics are pretty much done. What's left is AI (the most simple one), proper defenders team control (easy peasy) and some kind of a menu (where will I get all the art?).
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IndieEmma
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« Reply #9 on: November 02, 2012, 02:25:52 PM »

I like this one.
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Belimoth
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« Reply #10 on: November 02, 2012, 06:11:57 PM »

This game wants a live-action trailer, I think.
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MapiMopi
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« Reply #11 on: November 02, 2012, 11:03:01 PM »

This game wants a live-action trailer, I think.
I can't even imagine how awesome it would be! Lots of blood and slow motion close-ups and 16+ label and stuff.
Too bad I can't afford such a thing.
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MapiMopi
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« Reply #12 on: November 04, 2012, 04:50:23 AM »

I'm terrible at my own game!


At least it looks better now.
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jibowski
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« Reply #13 on: November 04, 2012, 05:56:20 AM »

hehe! i like the last screenshot, looks FUN, i want to see it in motion! :D
good luck with your game!
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Joshua
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Be rad to one another!


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« Reply #14 on: November 04, 2012, 03:11:29 PM »

This is shaping up very nicely! Any chance a playable build might be available? For testing/feedback purposes of course.  Grin
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threesided
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derp.


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« Reply #15 on: November 04, 2012, 04:35:51 PM »

Gotta say, this is looking rather amazing! Great job so far man Smiley Hand Thumbs Up Left
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MapiMopi
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« Reply #16 on: November 04, 2012, 11:39:11 PM »

Thanks guys!

Right now the game is pretty much complete, means it has a choice of who's gonna play, it has simple ai (don't expect to actually lose to this guy) and it has a short ending sequence, after which game restarts. That is all what was in the plan so I don't think I'm gonna add anything major.

What's missing is sounds and music. I didn't even started on them yet, I can only hope it won't be that bad.
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MapiMopi
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« Reply #17 on: November 11, 2012, 01:20:41 AM »

It's been a week since last update and I'm still wondering about sound stuff.
I'm having a little trouble with free time, so I think I'm gonna need some help.

So, basically, if you want to compose a few short sequences for this game and be a part of this entry, PM me!
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Daruman
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« Reply #18 on: November 11, 2012, 07:24:53 PM »

Wilhelm Scream?
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« Reply #19 on: November 12, 2012, 12:09:06 AM »

This will be my breakfast game. Ah, the joy of performing violent acts while drinking tea.
 Kiss
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