Robot Boxing: Pitch document

General information
Working title: | Robot Boxing |
Genres: | Turn-based tactics, deck building, roguelike, strategy |
Introduction
Robot Boxing is a turn-based tactics game that incorporates a programming mechanic and is set in an industrialized magical world. This game aims to bridge the gap between deck building and turn-based tactics genres and provide a unique and replayable gaming experience. Players will be challenged to think ahead and utilize various strategies to overcome challenges. This pitch document serves as a starting point and will be refined and updated during development.
Current state
Overview
Robot Boxing is a unique blend of deck building and turn-based tactics gameplay. Players take on the
role of an artificer competing in a series of robot boxing matches, which are presented in an
isometric, three-quarter perspective with a grid-based layout. Battles are resolved through a
turn-based system, and players must strategize and program their robot wisely to defeat increasingly
powerful opponents. As they progress through the competition, players can acquire upgrades, new
proggraming functions and variables and new
items to enhance their robot's abilities.
Players can participate in two types of battles:
official matches and illegal matches. Official matches have a rule-set and involve a financial cost
for defeat, as players must repair their robot after a loss. Illegal matches, on the other hand,
allow players to take parts from defeated robots, but also carry the risk of losing their own robot
parts. Players must weigh the potential rewards and risks of each type of battle as they progress
through the game.
Players can take a break from the action of battle by exploring the game's
city. This provides a change of pace and an opportunity for players to gather resources and visit
various shops, such as a general store, repair shop, and armoury. Players can also purchase magical
enhancements from the "wizard tower". The city also features other interesting locations, like the
arena and the black market. Exploring the city allows players to relax and prepare for their next
battle.
Battles take place in procedurally generated arenas. Before the battle begins, players
are given a rough layout of the map and can choose their equipment accordingly. The arena features a
variety of obstacles, hazards, and beneficial items placed semi-randomly, offering a new experience
in every battle. Players must consider the layout of the arena and use environmental hazards to
their advantage as they strategize and form their battle plan.
Plot and setting
Robot Boxing is set in an alternative version of the 19th century, where magic coexists with harsh
working conditions and a class divide between wealthy elites and impoverished workers. The player
character, a former factory worker, enters the dangerous world of robot boxing as a
way to escape their bleak reality after a friend's death in a work accident.
The tone of the game is sombre, reflecting the harsh world in which it is set. Early battles take
place in the dirty and grimy arena, but as the player progresses, they will encounter more luxurious
and opulent settings. The characters encountered in the game also reflect the world they inhabit,
ranging from struggling workers to wealthy rulers and their lackeys.
Visually, the game reflects these themes, starting off with a dark and sinister aesthetic and
gradually becoming more vibrant and clean as the player progresses through the game.
Gameplay
Robot Boxing
Before entering an arena battle in Robot Boxing, players can equip items and customize their robot's programming. This unique feature allows players to chain together functions and variables to create complex actions for their robot to perform during battle. Players have a limited number of programs that they can have on their robot at a time, which increases as they progress through the game. On their turn, players can select two of their programs to be set to "passive", passive functions are triggered automatically during the opponent's turn if their trigger criteria (everything to the right of the conditional in the underneath table) are met. In addition to setting programs to passive, players can also use one of their other programmes, use an item and move their robot along the grid during their turn.
Example Programs
Visual Style
The game will feature a voxel art style for the natural elements and will feature complex particle systems and shaders for the magic. The inhabitants of the city will have animal features, to help set them appart from their robot companions.












Generated images, that reflect the overal art style.
Robots in the game will make use of the floating limp character trope. A particle effect of magical lightning will connect the limbs.
