Pixel Brawlers
Pixel Brawlers is a game about pixel entities duking it out for no particular reason. As a manager of pixel entities, it's your responsibility to channel their desire to bash heads into organised matches where you can show your stuff against other managers. Groups of 3 are formed and pitted against each other until one side in completely annihilated. A game should last less than 5 minutes, making it the perfect distraction throughout the day.
The game follows a turn based approach and is strongly inspired by a classic : Rock-Paper-Scissors. Every turn, you can choose one of 3 stances or swap in a unit from the back row. The winner of the turn gets to attack the enemy unit. In case of a draw, the stalemate meter is increased which fuels more rage for the next turn's winner. In the rare case where there's a draw 4 turns in a row, the game switches to [unnamed mode] where you get to pick 3 stances per turn. Winning 2 out of 3 will deliver a powerful attack. Winning all 3 will do a major combo with all units that will seriously cripple the other guys.
To spice things up, units can have active and passive skills. Active skills are activated when the team's combo meter is filled up. It fills up when you successfully attack of evade attacks and is depleted when you get punched in the face. Active skills can either replace the default attack or provide other benefits like healing your guys or messing around with the enemy team's buffs. Passive skills can activate under certain conditions and do not depend on a meter. They are weaker than active skills, but can synergise and make your team much stronger. Both types of skills can activate in specific stances to make units favor a particular stance.
Some examples of active skills would be :
- Warrior deals a powerful blow in the Power stance
- Paladin heals all allies after his attack in the Balance and Flow stances
- Mage throws lightning bolts at all enemies in the Flow stance
Some examples of passive skills would be :
- Rogue deals damage when evading an enemy attack in the Flow stance
- Corrosive Slime saps 1 attack buff whenever attacked
- Chef heals front unit whenever they successfully attack when Chef is in the back row
- Vampire provides lifesteal to front unit in the Power stance
To top it off, units also provide temporary team buffs when they win a stance. These buffs are defined by the stance and apply to the entire team. For example, the Warrior will give +1 Attack in Power and Flow stance and +1 Defense in the Balance stance. They serve as a snowball effect. If you win a few turns in a row, you will have a big stat advantage allowing you to quickly finish off your opponent. However, if you lose a turn, you will randomly lose part of your buffs. Some units specialize in this area by giving more buffs. This opens up strategies where you use a weaker unit to build up your buffs, then swap in a powerful unit and squash the other guy like a bug.
While the battle system is simple to learn, it allows for lots of unit possibilities by altering skills and stats. The plan is to have at least 50 different units when the game is launched and add lots more later on. This should provide lots of unit synergies for players to discover and a meta game to evolve.
Outside battle features are also planned. This will allow players to recruit new units, send them off in missions to gather riches or duke it out in great tournaments. The specifics are still up in the air for now.
I'm currently using DawnLike sprite sheets as placeholder. The plan is to replace them eventually, but I may also stick with it and use Unity's animation features to breath some life into characters.
Latest screenshotsThe warrior wants to smack the mage, but he will have none of it
Go Go Power Rangers!
Ninjas flip out and kill people ALL THE TIME!
Progress reportThe web server basics are done. This includes database, combat flow and AI. A lot of features still need to be added, but a battle is playable.
The Unity client has been started. Networking with the web server is functional. Basic animations are in.
Next steps :
- Integrate networking with battle playback
- Build a rough UI to interface with the battle server
TeamProgramming
- David Labbé (me)
Art
- Open
- Placeholder art by DragonDePlatino :
http://forums.tigsource.com/index.php?topic=38615.0- Placeholder art by 7Soul1 :
http://7soul1.deviantart.com/art/420-Pixel-Art-Icons-for-RPG-129892453Music and Sound Effects
- Open
Game Design
- David Labbé (me)
- Open