The Bruiser Brigade

Canceled The Bruiser Brigade A7

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Project is halted prior to completion and will not receive further updates.

Piccolo

Well-known member
bb.jpg

« That game where everyone gets to pick the big guy. »

Description

The idea is to create a game a la "Expendables" where a team of tough guys is sent on supposedly dangerous places to deliver hell and "fix" problems.

The idea to make this mod came after watching videos where Zangief and Juggernaut were in Mario stages. Then I came across Marvel Super Heroes mod (from bWWd I think) which inspired me and eventuality led me to OpenBOR.

As of now this project is more of a gameplay demo, a playground for me, where I experiment things with characters. But in the long term, I plan to make it something more than that. Actually I already have some ideas, including a fun story (private jokes) and character development (!).


Features/Highlights
  • Impressive cast of characters
  • Flexible and responsive controls
  • Great number of moves and combinations
  • Themed levels
  • Comical tone (wtf humor, running gags, stereotypes mockery)
  • Developped dialogues and relationships between the bruisers
  • Seemingly cliché and predictable base scenario that evolves to interesting twists

Planned features
  • Lots of new levels
  • Playable boss characters
  • Levels using rush & jump platform mechanics (see second video)


Synopsis
The world is at stake. Last week, the powerful moustache wearers suddenly started what seems to be a rebelion to dominate the world. Since, others illustrious groups have risen around the world. Violence outbreaks are being organized, the world is in the grip of a mysterious and sudden madness.

Strangely, only men with gargantuan strength seem not affected by this epidemy. It would appear that these colossus are immunized by their extraordinary high testosterone level, preventing the virus from developping.

For supreme peacekeeper inspector Derrick, three points are clear : time is running out, the future of the world resides in the hands of these « bruisers », and these guys only know how to do one thing. Thus was born the Bruiser Brigade initiative : the greatest heavyweights champions will be united in order to organize the counteroffensive and thump all trace of the virus until its completly eradicated.

Will these unexpected heroes be able to re-establish order and rivalize with the hairy-nosed beings and other dangerous opponents ? What is the origin of this sudden and global madness ?


Fighting gameplay


Alex & Oro video :

The distinctive gameplay feature of this mod is what I called "Break moves". Typically a break move is a charging or jumping attack, which goes in the direction of your choice. What is interesting about break moves is that you can use them in the middle of a combo, allowing you to chain regular attacks and break moves to quickly cover and control the battleground.

Each character has at least 4 break moves which are initiated by holding the "break modifier" button and pressing either punch, kick, special or jump. Somes characters have different break moves on the same attack button, depending on the direction the player is aiming (up, down, forward, and neutral). Grapplers typically have one break move dedicated to grabbing.


Platform gameplay


Since I liked how OpenBOR handle jumps and Z-movement I deciced to create secondary gameplay mechanics (revolving around jumping, rushing, landing and bouncing) to diversify the gameplay.
I will mainly use these mechanics to create stages where you have to chase a target that is running away (or the other way around :D). Stages similar to fast autoscroll levels, but where you have to create the speed yourself. I want these to be "rhythmic", the player will have to react quickly and with an appropriate response. As of now, it is just a concept, but I think there is a strong fun potential in it.


How To Play
First, the usage of a controller is greatly advised to play the game properly.

There is four action buttons : punch, kick, special, and jump. The first three allow you to start and chain attacks while the last one allows you to jump in the air.

In addition to these action buttons, there is two triggers buttons : block modifier and break modifier. « Block Modifier » is intended to be assigned to the left trigger of the controller and « Break Modifier » to the right trigger. When you hold these triggers, your characters will have access to different moves.

When you hold the « Block modifier » button, you character will go into guard stance and pressing action buttons from this stance will launch different moves (block + jump = evade or back dash).

When you hold the « Break Modifier » button, pressing action buttons will launch special moves (which behave differently depending on the directional keys you are holding) (break + jump = dash forward). Typically, holding break modifier and pressing an action button will launch a charging/jumping attack in the direction of your choice.

Holding both « Block » and « Break » modifiers will trigger a breakout move.


Alpha demo

An experimental demo is available for those who want to test the current build. I warn you though, there might be bugs and unfinished stuff (including damage, bboxes, etc), characters are not final, platforms are sometimes messed up for some reason, etc.
 
Great idea! powerhouses band together in a mod :D

You should make bonus round in which a statue, truck or tank must be destroyed.

For bosses, I have 2 suggestions:
1. Agile character with high attack speed and walk speed ;)
2. Robots or machines with nopain 1

Anyways, just little nitpick, set 1 after icon command to allow icons to use same remap/palette. Red Hulk and Hulk are 2 different person so he can't use the other's portrait as icon
 
Pretty solid!

I love that you didn't forget about grappling - IMO the endless enemy hell combo fest trend of late is boring; slamming people around breaks up that monotony a bit. For that matter, no fighting game is complete without some nasty grappling mechanics and it looks like you are delivering!

Since you apparently know your way around the script engine, the next thing you might want to consider are tag team moves.

DC
 
Feedback time:

+ Nice throws and combos, I liked it a lot.
+ fast animation, this avoid the game to be boring.

- Never mix SNK graphics with MVC graphics, they doesn't match at all. Try to use, at least, CVS sprites (but keep in mind that they have different proportions, thanks to pixel ratio of the original game).

- The resolution is too big, which makes the chars ending too small.

- I noticed you are using Red Hulk, which comes from Mugen. Have you asked the original authors to use it? Or at least is giving credits?
 
O Ilusionista said:
- The resolution is too big, which makes the chars ending too small.
You think so? ???
I kinda like it. It's got a big playing area (like most old beat em ups), except with super polished character sprites. I hate that in Mugen you can't really play 2 vs 2 without crowding the screen.
 
Yes, I think it renders the chars too small, and most of the good beat em ups doesn't have so small chars neither you have that free space to walk.

About the 2 vs 2 in mugen, you don't imagine how buggy it is...
 
Thanks for all your feedbacks and suggestions :D

I gotta go so I don't have time to reply to everyone right now.

In the meantime, here's another experimental video for platforms mechanics :


Since I liked how OpenBOR handle jumps and Z-movement I deciced to create secondary gameplay mechanics (revolving around jumping, rushing, landing and bouncing) to diversy the gameplay.
I will mainly used these mechanics to create stages where you have to chase a target that is running away (or the other way around :D). Stages similar to fast autoscroll levels, but where you have to create the speed yourself. I want these to be "rhythmic", the player will have to react quickly and with an appropriate response. As of now, it is just a concept, but I think there is a strong fun potential in it.
 
very cool, i want to beta test your stuff if possible

also since we had sharing the same initial assets i could detect easily some things that i already fixed on my own project that may help you

like the dust effect falling into the platforms:

set this in the dust.txt header
subject_to_wall  1
subject_to_platform 1

very cool concept i liked!
congratulations!
 
I liked it too, its what I've planned for some stages on my mod (but the platforms moves) and the chasing stage, where you need to be precise when you jump (like in Shinobi III horse stage).

Keep the good work
 
I'm loving your project more! ;D First you did show off mad and crazy slams which is definitely bada**. And now the other update, the jump-through-platform is very awesome indeed! Looking at them jump is like I'm seeing the guys in real life jumping around through walls and other places. I like that, Piccolo! :)
 
Ok response time.

Bloodbane : thanks for the suggestions, I'm glad you like the concept. I think I already have one or two candidates that match the agile boss, but I have yet to find one for the "death machine". I already have a lot of stupid boss ideas though  ;D

DC : I agree with you on the interest of good grappling mechanics, and actually I use an adapted version of your grappling system in this mod (so thanks for that). I'll probably try to incorporate tag team moves as I think it suits well some characters that I plan to add.

O Ilusionista : Yes I know for the size and sprites style, but I kind of given up on avoiding size discrepancy and sprites disharmony in general. I think it reduces the available resources a bit too much. And after all, it does fit with the off-the-wall aspect of the game.

I'm still not convinced on what resolution is best for this mod, this one is a bit too large, but on the other hand 480*272 is really narrow for these kind of sprites.

Red Hulk is just a palette applied on Capcom's classic Hulk sprites. Still I didn't create this palette so I'll try to at least credit everyone I can think of when I'll release something.


rafshot : First thanks, and yeah, I didn't bother fixing the dust (I actually thought it looked kinda cool  :o ), thanks for the tips. As for beta testing, I don't have so much stuff right now, but as I said I'll probably upload a playground demo (similar to what is shown in the videos + a little surprise) by the end of the  month (providing I'm not too busy).

maxman : thanks for your enthousiasm  :)
 
about the resolution

i have did marvel war of the gems using 480x272 with resized sprites, then i have started fantastic four using 960x540 since they have to face galactus and other big bosses this resolution was needed,

and now im working into the sequel of war of the gems and one xmen game using 864x486 and i think this one is the best resolution for this kind of sprites, try and see if you like the size, it have a good size and is widescreen
 
Great work on platforms! I imagine the actual level is going to be sea or river where players must jump from boat to boat to reach the end of level :)

As for resolution, current one is fine IMO. If you have battleship or huge robot, you need wide resolution like this

Stages similar to fast autoscroll levels, but where you have to create the speed yourself.

I have script to make autoscroll levels if you're interested :)
 
great project,
nice to see my colossus edit here, i hate capcom giant shoulders.
 
Now this looks like an epic mod! 8)

It's very awesome to see a game centered on heavyweights, you don't ever really see that. The death screams were funny, and I love Green Onions at the beginning :D Also the 2nd video was hilarious, seeing those giants jump around majesticly to the song ;D
 
Bloodbane said:
I imagine the actual level is going to be sea or river where players must jump from boat to boat to reach the end of level :)

Yes typically this or tall rock pillars, or level where you have to avoid obstacles (laser beams course).
I'd be interested in your autoscroll script so as to create "run for you life" stages (tsunami, missile assault...).

zvitor said:
great project,
nice to see my colossus edit here, i hate capcom giant shoulders.

Ah ZVitor, thanks for the Colossus edit (and your work on Juggernaut btw), he looks indeed better this way.
 
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