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SteelKomodo

Robot Wars Game WIP

Jul 30th, 2013
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  1. Premise: Arenas of Destruction was crap, right? So let's see how we can make it better!
  2.  
  3. Gameplay: Arena-based robot combat, utilizing familiar fighting game systems.
  4. - Robots battle to either immobolize or destroy each other.
  5. - Robots have a set amount of health. Health is decreased by being hit with enemy robot weapons or taking damage from arena hazards.
  6. - Cutting Damage: Damage inflicted with saws and blades, such as Cerberus' circular saw.
  7. - Piercing Damage: Damage caused by spikes and pickaxes, such as Mortis' axe.
  8. - Crushing Damage: Damage caused by crushing weapons, such as Razor's crusher.
  9. - Blunt Damage: Damage inflicted with blunt weapons, such as Hypno-Disc's flywheel.
  10. - Flip Damage: Damage taken when hit by a flipper, such as that of Chaos 2.
  11. - Burn Damage: Unique to arena hazards and Sgt. Bash, as most robots do not wield flamethrowers. This type of damage comes from being hit with flames. Unless your robot carries a flammable item, this is not usually a problem.
  12. - Tension Bar: Fills up when a robot attacks or takes damage. When the Tension Bar is filled, Carnage Attacks can be used.
  13. - Carnage Attacks: Special moves robots can utilize depending on what weapons they have equipped. These can cause major damage on a robot if they strike.
  14. - Arena Hazards: Various hazards dot the arena and can be used to inflict damage on robots. A canny player can use these to their advantage, pushing or luring enemies into them.
  15. - Wall Grinder: Saws mounted in the arena walls. Cause cutting damage.
  16. - Flame Grill: Flames burst periodically from this floor-mounted grill, or when robots move over it. Causes burn damage.
  17. - Floor Spike: Spikes that piston from the arena floor. Cause piercing damage, has a chance of flipping robots.
  18. - CPZ: Corner Patrol Zone. The House Robots lurk here, and can attack any robot that draws too close to them.
  19. - Finisher: Certain spots on the arena can be used to secure a cinematic win when weakened robots are pushed near them. Using Finishers requires a full Tension Bar, but earns bonus points.
  20. - Flipper: Flips robots through the air.
  21. - Pit of Oblivion: Robots can be dropped in here.
  22. - Dropper: Robots are crushed by heavy objects.
  23.  
  24. Playable Robots: Large cast of playable robots.
  25. - These range from big-name A-List bots such as Razer, Chaos 2 and Behemoth to lesser-known competitors such as Pitbull, Lambsy and The Savage Toaster.
  26. - Divided into categories of Light, Medium and Heavy Weights, with everything that would imply.
  27. - Stats include Power, Speed, Handling, Defense, Tension, Resistance and Weakness.
  28. - House Robots unlockable by beating Gauntlet Challenges.
  29. - Legendary Series 1 robots (Roadblock, Recyclopse, Killertron etc.) unlocked via Championship Mode on highest difficulty.
  30.  
  31. Robot Creation: Create your own unique robots to fight in the arena.
  32. - All robot parts cost Credits. Credits are earned from competing in Championships and Gauntlet Chellenges.
  33. - Created Robots can have custom names and call signs, a la WWE 13
  34. - Robot Creation is divided into the following phases: Chassis, Power, Drive, Armour, Weapons, Decoration.
  35. - Chassis: This determines not only the basic shape of the robot, but also influences various attributes depending on what is chosen. Chassis are divided into the following categories, and come in many different types in that category:
  36. - Box. Box Chassis are the alll-rounders, versatile and with plenty of space to fit weapons and other modifications.
  37. - Wedge. Wedge Chassis are suitable for flippers, and have the most power.
  38. - Drum. Drum Chassis have the highest defense and manouverability, but lack speed and offense unless an appropriate weapon is fitted.
  39. - Axle. Axlebots are speedy and manouverable but don't have much defense.
  40. - Power: This determines the health of the robot. Better batteries mean more health so that the robot can last longer.
  41. - Drive: Drive refers to wheels, which determines the speed of a robot as well as it's manouverability. Certain types of wheels grant extra effects - Inverted Wheels allow a robot to resist flip damage by letting it run upside-down.
  42. - Armour: Armour increases a robot's Defense stat, but also could increase it's weight class and lower it's speed and handling.
  43. - Weapons: Weapons can be attached to the front, back, sides and top of a robot, depending on the chassis used. Only certain Chassis can use certain types of weapons. Weapons come in two major types, Static and Active.
  44. Only Active Weapons will be described here.
  45. - Axes and Hammers: Axes are used to cause Piercing/Cutting/Blunt Damage, depending on the make. They can also function as Self-Righting Mechanisms. Carnage Attack: Frenzy Strike - a repeated flurry of blows.
  46. - Flippers: Cause Flip Damage by flipping an enemy robot onto it's back. Some flippers can also act as Crushers or as Self-Righting Mechanisms. Carnage Attack: Fury Charge - a headlong charge followed by a grandiose flip.
  47. - Flywheels: Flywheels cause either Cutting or Blunt Damage by spinning extremely fast. Despite their power, their can affect a robot's performance quite heavily. Carnage Attack: Super Shred - a vicious burst of spinning power.
  48. - Crushers: Crushers, as their name implies, cause Crushing Damage. Heavier robots can also use them to drag opponents around the arena. Carnage Attack: Vice Grip - a tenacious, crushing grip that lasts for a short duration.
  49. - Saws: Saws are designed to cause Cutting Damage. They come in many varieties and are a very durable weapon. Carnage Attack: Slice 'N' Dice - a charging strike with the saw.
  50. - Decoration: Here, one can paint and add decals to the robot, and also add silly accessories like a mascot, blinking lights and so on.
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