Problem Machine

Fantastical Tactical Spectacular: Dance Tactics

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Currently building a team for Fantastic Tactical Spectacular, an XCOM-style tactical robot dance battle simulation experience. Try to gain more style points with your team of four dancers than your opponent can with theirs within the turn limit! Carefully avoid or heedlessly trample your opponent's dancers to gain an advantage! See our terrible future, where humanity is confined to the brain tanks and robomanity has to learn how to create their own art! All this and more - or possibly less!

 

The core concept of this game is a head-to-head tactical battle game (like XCOM or Final Fantasy Tactics) where movement and action are the same thing. Choosing your dance move determines both where you will move and the effect it will have on the battle(dance)field -- whether that's to restore your allies' stamina, boost your own style, or cramp your opponent's style. If you run into something that's the end of your turn -- but if you run into your opponent it's also the end of their turn, so sometimes a bit of tactical clumsiness may be called for.

 

Project to be developed in Unity, but specific implementation of art/animation as-yet undetermined

Current team:

skamakazi: Core programming, design

Problem Machine: Secondary programming, design, planning, music (maybe secondary art/animation if needed)

????: Art/animation, ???

 

We need 1-2 more people to create the art for the game. You have largely free reign to create the look of the game, choose 2d/3d rendering, etc as long as we can meet design parameters. What are those? We need at very very least one finished character with 5-8 dance moves that match up in general movement with certain gameplay parameters. They also need to be viewable from four angles, left/right/top/down. These moves can be very simple animations as long as they're visually distinct from one another. If you want to make a 3d model and meticulously keyframe a dance animation, you do you. If you'd rather just make simple 2d sprites for body parts that bounce around rhythmically, that would be fine too. Ideally, we'd like 8 characters with distinct movesets so that two humans can play against each other with unique teams of four, but that's super ambitious for a jam so we'll just see how it goes.

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This sounds really interesting! Looking forward to playing it.

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I will be heading up programming the systems for it. It's primarily designed in phases so once it's playable we can layer on more advanced mechanics. I'm excited because I think it will be fun and interesting. 

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For those curious, I hope to have a gif up next couple days to show progress. Having fun with this and PM has been good to work with. 

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