![]() And, much like Darkest Dungeon, where if you’re low in health and you have to decide to try and heal, or go for the killing blow, which may miss causing an upset, that happens in Treachery in Beatdown City too, except you also have to worry about enemies chasing you down and cornering you. The fighting system we built has been described by folks as being like “breathing” or like a real fight, because of the back and forth necessary to win. The system included various RNG systems that included percentages around auto counters, dodge changes, and more, which created a certain unpredictability within the usual bounds of “get opponent down in health and win” formula. So we studied the system and built our enemy behavior system around that. Fire Pro has been known to be able to simulate some of the most realistic wrestling match behavior, because of a system for setting up fighters with stat based behavior where it changes based on situations and health levels. ![]() We pulled a lot of references from the Fire Pro Wrestling series, which has some of the most exciting fighting in all of games. What does Treachery in Beatdown City do to bridge that gap? It feels like the biggest challenge is delivering the exhilaration and flow of real combat in turn-based combat. ![]() Even the UI went through tons of revisions. I loved those movies.īasically everything pointed to it being a wise choice to add the turn based elements to the game, and it worked out quite well, although it took a lot of trial and error to get everything just right. The new Sherlock Holmes movies had Sherlock planning his moves out and then executing the combos, brutally hurting his opponents in the process. It especially scratched the itch that me and my friends all had as fans of fighting games and RPGs, and had a wildly incomprehensible sci-fi story, also about kidnapping the president. I thought about this 3D turn based fighting/wrestling game from the N64 called Hybrid Heaven. But I had a literal shower moment – while showering I thought about decades of game styles, as one typically does, and when I came out I had the idea to make the game have a menu for building combos.ĭuring that shower my mind went to Fallout III, which I loved because of the concept of VATS, using a button to slow down combat and make each shot way more intentional and brutal. One day I had a major crisis, thinking that the project was basically dead in the water. I also didn’t particularly like the new “indie” beat ‘em ups of the time that much.Īs a tiny team of 2, we weren’t finding success in chasing the conventional systems. The idea was sparked by the re-releases of games like Teenage Mutant Ninja Turtles (the arcade) and Double Dragon the arcade (as well as GBA releases, like Double Dragon Advance). When we set out to make Treachery in Beatdown City we had a vague idea of making “the best beat ‘em up ever”. One is quick and twitchy, the other more ponderous. So all in all, we’re putting out the very best version of the game, and we’re very happy to be bringing it to Xbox.Īt first, we couldn’t imagine belt-action beat’em-ups and turn-based gameplay working together. We also went in and retooled a lot of things that we thought could be better about the overall game. We scaled up from 2 to 6 people at times all to get the additional content done, and even then it was a lot bigger than we thought. It didn’t hurt that Treachery in Beatdown City was this cult classic that garnered some very positive attention from folks at the LA Times, Gamespot, and Paste. We were very proud of the game we launched in 2020, but we left in a promise for more content to come, and I do not go back on my promises.Īs we all know the last few years have been tumultuous for everyone, but in that time I was able to make certain business deals happen that put us in a better place for putting out this content. So we poured our time into launching a very full project that ended on a cliffhanger. ![]() At some point I realized the overarching scope of what I planned just wasn’t possible with our time and resources, which were slim. We have halal carts in the game because that’s what we mostly ate while working on the game. We worked nights and weekends to get the game done while life just kept passing us by. It’s been a wild ride, because our team used to just primarily be me and Nico the programmer.
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