----------
title: BashyBots
genre: 3D side-on(+) 1v1 tournament fighting
art-style: "realistic" shiny materials and environments, high-tech/sci-fi/industrial/urban, ironic-cutesy
platforms: as many as possible (with phones/browsers largely focused on customising/leaderboards/replays/etc.)
engine: UE4(?)
similies: Rise of the Robots, Killer Instinct, Mace The Dark Age, etc.
----------
...summary:-
BashyBots is an "old school" fighting game (ala Street Fighter/Mortal Kombat) in which the player can completely customise their robotic bipedal humanoid warriors in both visuals, statistics and special moves, by selecting from a "junkyard" of ever expanding "spare parts", although plenty of template characters will be available (in order to flesh-out a single-player campaign), the focus is on complete customisation so players have a unique identity and affinity to their character(s). The view, although with a side-on focus, also has a number of options including over-shoulder 3rd-person camera, top-down and even 1st-person, and will attempt to perfect an "FPF" (first-person fighting) style that could possibly lead to a VR-compatible version. It will include a range of moves from basic fast/light and slow/heavy attacks, special moves including projectiles, and both "powerup super-specials" (ala Street Fighter) and fatalities/executions (ala Mortal Kombat), so even though it involves strictly robotics, some of it would be very brutal, with machines crushing each other and ripping each other apart with sparks flying everywhere. The environments are small-to-medium scale since it is only 1v1 with fairly slow-moving characters, however there will be a very ambitious attempt to make environments feature as many destructible elements as possible, with other features such as traps and timed/triggered events that cause massive amounts of destruction and can completely change the play area, such as collapsing floors that drop the players into a basement area, etc.
----------
...development:-
The beginning of development should be to get the basics in place first with just 2 characters that share the same library of animations. Although this library would expand greatly to include custom and character-specific animations later, many of them will be shared. The first two characters should be completely different stats, and able to interchange any component with one another. The controls should be near-perfected when dealing with the different viewport schemes (3rd-person/1st-person) but with a focus on 3rd-person side-on "traditional" scheme first. At this first stage of development, the controls/animations/hit-detection should be thoroughly tested.
----------
...to-be-considered:-
- fully storyline-driven SP campaign?
- teams and tag-fighting?
- weapons and armour?
- combos and combo-breakers?
- temp.meter and overheating?
- running/dashing/air-dashing?
- holds/throws/beat-downs?
----------
.
.
.