Robot Boxing: Pitch document


Concept Art

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.


Villager 1 Villager 2 Villager 3 Villager 4 Robot 1 Robot 2
Arena 1 Arena 2 Arena 3 Arena 4 Mansion Decorative statue
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.

Floating limb characters
Various characters that use the floating limb character trope.