The Bruiser Brigade

Canceled The Bruiser Brigade A7

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Project is halted prior to completion and will not receive further updates.
A little preview of Captain Commando and one of the upcoming levels.

http://youtu.be/iYidt_s0j-0

In case anyone is wondering, the tinting on some enemies is part of the improved fear/rage system I'm working on :
  • Enemies become more an more aggressive as they don't take damage. Enemies that reach a dangerous level of aggression become tinted in red. Hiting enemies lower their aggression.
  • Enemies that reach a low level of aggression become tinted in grey.
  • Inflicting enough damage to enemies will make them avoid you (and not using charge attacks) for a brief amount of time. This effect is additive ; the more you damage an ennemy the longer he will avoid you. This effect depends on the enemies (bosses aren't as affected as goons) and the situation (the more enemies, the greater the effect)

I'm also working on a custom evade/breakout system for enemies. Basically if you hit an enemy with the same attack, he will have more chance to evade/counter it. So you'll have to vary combos in order to defeat some foes.
 
Cool ideas, looks fun to play.

the animated snow panel doesn't reach the bottom thou, you can see where the snow stops.
 
:)

BeasTie said:
the animated snow panel doesn't reach the bottom thou, you can see where the snow stops.

Yup, I know, this stage is still rough  :-[

So after Captain Commando, R.Mika & Ghost Rider are in the top of the poll. Wonder who I'll start first  ???
 
I would suggest R. Mika, but you should do what you prefer to start with.
Anyway good luck
 
ghost rider :P

i can provide his sounds from marvel heroes mmo  also there sounds for him for mvc3 to use and abuse of your upcoming battle cry random shout system with him :P
 
Well R. Mika just topped Ghost Rider, so... But I think I'll work on both in parallel. They will be quite complex characters to do, especially Ghost Rider.

rafhot said:
ghost rider :P

i can provide his sounds from marvel heroes mmo  also there sounds for him for mvc3 to use and abuse of your upcoming battle cry random shout system with him :P

If it's in the package you uploaded then I have it ! I'll be sure to check MvC3 sounds too.
 
To ease the difficulty without having to nerf enemies too much I'm also implenting an ally system when playing solo.

Basically when you start a game you can choose to have 0, 1, 2 or 3 allies, which are NPCs versions of other Bruiser Brigade members that will fight alongside you.

Then you have different commands to control the nearest ally character :

- punch + jump : ally character taunt/shout to aggro enemies (doesn't work on some enemies)
- kick + special : call ally character to charge on your position
- jump+kick : switch to ally character
- punch + special : launch a tag special attack


I'm also thinking about a leader system for enemies to add a bit of strategy in the battlefield.
 
Sounds terrific! I like the strategy/plan/system/control for the NPC control. I would like the 2-button/3-button press.
 
maxman said:
Sounds terrific! I like the strategy/plan/system/control for the NPC control. I would like the 2-button/3-button press.

Hehe I hope the final system will play out great, I'm trying to come up with ideas to balance difficulty, dynamism and fun to create enjoyable battles.

Today I added directional keys variations to the NPC commands, so that the player have even more control over it. Plus I revamped the command system so that each NPC has now its specific button combination. For example, ally 1 commands are done with kick+special while ally 2 commands are done with punch+jump.

Here's a list of commands :

- press ally combination : "help me" command - call ally to use random charge attack on your position
- left + ally combination : send ally to the left side of the battlefield
- right + ally combination : send ally to the right side of the battlefield
- up + ally combination : "spread out" command - increase ally distance with player
- down + ally combination : "stay close" command - decrease ally distance with player
- break + ally combination : ally start a taunt to attract enemies.
- break + ally combination + down : ally uses break out move.
- break + ally combination + left/right : send ally to attack left/right side of the battlefield with a powerful attack (charge, drop, etc)
- block + ally combination : switch character and take control of ally

So for example you can set an ally to start a taunt in order to get rid of your opponents, and when they get close enough to your ally you send him the command to throw his break out so that he knocks them off. You have to keep your allies alive  :P
Pressing break twice allow you to taunt with your own character if you want to get some enemies back  ;D


etc
 
Man, I love these features!! Even if it's perhaps a little too much.
The fact to make such a system possible is great!!

I like what you do with enemy and NPC interaction.
 
Thanks Ned ! And yeah I tend to get carried away with these things, I know  :-[

But most commands are for advanced usage. You can stick with the "help me", "go to right", "go to left" and "taunt" commands, and quite quickly get used to them. I'll be sure not to overwhelm the player in the how to play manual though, by seperating basic commands from advanced ones.

 
Piccolo said:
Thanks Ned ! And yeah I tend to get carried away with these things, I know  :-[

No problem! I, myself can be very exessive with system and sub systems in my own project.
It's a little different, I add unnecessary thing, just because I like them... :)
Grab-> head grab-> slam1-> slam2-> finish.
Pickup-> slam starter-> slam1-> slam2.
Ducking-> duck light attack-> sweep
Taunt-> counter stance-> counter attack(on hit)
...

Anyway, your call system and all remind me a bit of Urban Reign (Namco)
The game system was very good... :)
 
At last, new demo here : http://www.mediafire.com/download/l4nbtegmv2mbl8t/TheBruiserBrigade_DemoA5.7z

This is a major update that includes :

- the first section of the snowy stage (the second & final section will come later this year). It's not completely finished but it should be playable. I except bugs though, because of how this stage works.
- Captain Commando as playable

And lots of new game systems :

- Ally system
- Enemy status system (fear / frenzy)
- Taunt system
- Faction system (still not widely used yet)

The cast has been reduced for this demo as the rest is not updated yet (previous characters will return in the future, alongside new ones).
You can test the ally orders mechanics in the training room stage available from the main menu. Be sure to check the updated "How To Play" menu to learn more about these new systems and how to use them.

As always, didn't have time to polish everything new, but will try to do as time goes on.

For the next demo I am working on a new version of an air chase system that I started some time ago. This system will be used for air-combos and tag attacks.
I'm also thinking about an ally gestion system (you are limited to x allies, when ally dies, you can not spawn it again, etc).
 
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