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- Wenzeln
A fighting game from the minds of Zero Dimension.
Story
Harmon City was a typical modern metropolis. But when an Imagination Bomb is detonated at the center of the city, Harmon City and its inhabitants are changed forever.
As the blast engulfs the region, the minds of the people start spilling into the reality. Reality cannot hold all the different thoughts and possibilities, and when the content of everyone’s psyche start to collide, each individual is thrusted into their own dimension. In these pocket dimensions, each citizen of Harmon City grow new worlds based on their ideals and desires.
As fast as these worlds started to form, the pocket dimensions begin to re-collapse into reality. The many dimension-worlds start spiraling back into the place from which they came, but Harmon City has only limited space. The people who were merely residents of the city now have a chance to form their environment, but to do so they need to fight for real estate, as their dimension-worlds will need space to take root in the newly forming Harmon City.
Mechanics/ Ideas for the game
Could you explain how the tag-team system will work in Cerebrawl? Are you doing anything new here?
We’ve always liked the idea of making a team-based fighting game. We’ve seen games that have a team element to them, but was never satisfied how they were implemented. When Street Fighter X Tekken came out we were really excited, but we thought we could come up with a system that would encourage more team-work and coordination between the players on a team. Tekken Tag Tournament 2 had a more attractive team system. And our system is more similar to this, but we think we can get way more mileage out of the mechanic by implementing it into a more flexible MvC2 style system.
The way the tag team system will work in Cerebrawl is the point character calls Assist Character on screen. When the Assist Character’s player is prompted, he/she can input one normal/command-normal or special move that can be performed from the ground. When the Assist character reaches the play space, they will perform the inputted move, then jump back off screen.
Other than that we plan on having the staple mechanics of a team fighting game, such as; raw tags, team supers, delayed hyper cancels, etc.
You’ve mentioned that the stages in the game will break and collapse, affecting the meta. How so? Are you working on any features similar to this that add further dynamism to matches?
The stage breaks don’t take the meta much farther than extending the stage and shrinking the stage. There are no interactables etc. The walls you decide to break change the dynamics of the neutral game. Defensive characters will prefer breaking the walls to extend the range they can run away, where as rushdown characters will want to break the floor and take the fight to closer quarters so they can get on their opponents quicker.
We’re also experimenting with how specifically the wall breaks and floor breaks will change character’s damage output. This will subtly change the meta as well, seeing that players will have to choose whether they want the extra damage from wall breaks at the cost of a different meta once the stage size is changed.
We’re hoping elements like this will lead each match to build up to crucial decisions that will affect the matchup.
Are you hoping that Cerebrawl will become integrated in the fighting game community? Are you designing the game with that in mind? Also, will there be features inside the game that make it easy for livestreaming or, at least, recording footage?
Integrating into the community is based on whether the community wants us. We work hard to make sure that the game is designed well, but also designed around what the community wants. We’re very open to feedback. One thing we want to do that’s entirely for the community is design Cerebrawl for tournaments. Unlike fighting games that were designed for the arcade, that were then adopted into tournaments, we want to create a game that is designed with tournaments in mind.
There will be a tournament mode that disables the start button – to pause you actually have to press L1 + R1 + Start so there are no accidental pauses. And in first to X amount of wins formats, the winner of a match will get to choose the next stage. This will be important because the meta of each stage will vary, since the layout and size of each stage will be different.
There will only be live recording if we can get onto the PS4, which is what we’re aiming for currently, as well as PC, Mac, and Linux. We’ve heard some concern about not being on the Xbox One, and we’re open to that as long as we have the resources for it. As it stands, since we’re bootstrapping this ourselves, we’re pretty limited.
It seems that you’re being very open about the development of Cerebrawl, even livestreaming it as you go. In what various ways are you building up and working with a fan base while building the game? And what is this "forever beta" version that you’ve mentioned?
Yes, we want to be completely transparent with the development of Cerebrawl so that the community is a large part of our development process. We want to make sure the game succeeds, and the only way to do that is to make a game that the community has a say in. The FGC will let you know what they don’t like, and loudly, and we will take full advantage of it.
The forever beta is an opportunity for players to try out new characters, and help us test balance changes before they hit the main game client. Is it similar, if not exactly the same as the Skullgirls Endless Beta? Absolutely, it’s a fantastic idea and we’re huge Mike Z fans.
We’ve always liked the idea of making a team-based fighting game. We’ve seen games that have a team element to them, but was never satisfied how they were implemented. When Street Fighter X Tekken came out we were really excited, but we thought we could come up with a system that would encourage more team-work and coordination between the players on a team. Tekken Tag Tournament 2 had a more attractive team system. And our system is more similar to this, but we think we can get way more mileage out of the mechanic by implementing it into a more flexible MvC2 style system.
The way the tag team system will work in Cerebrawl is the point character calls Assist Character on screen. When the Assist Character’s player is prompted, he/she can input one normal/command-normal or special move that can be performed from the ground. When the Assist character reaches the play space, they will perform the inputted move, then jump back off screen.
Other than that we plan on having the staple mechanics of a team fighting game, such as; raw tags, team supers, delayed hyper cancels, etc.
You’ve mentioned that the stages in the game will break and collapse, affecting the meta. How so? Are you working on any features similar to this that add further dynamism to matches?
The stage breaks don’t take the meta much farther than extending the stage and shrinking the stage. There are no interactables etc. The walls you decide to break change the dynamics of the neutral game. Defensive characters will prefer breaking the walls to extend the range they can run away, where as rushdown characters will want to break the floor and take the fight to closer quarters so they can get on their opponents quicker.
We’re also experimenting with how specifically the wall breaks and floor breaks will change character’s damage output. This will subtly change the meta as well, seeing that players will have to choose whether they want the extra damage from wall breaks at the cost of a different meta once the stage size is changed.
We’re hoping elements like this will lead each match to build up to crucial decisions that will affect the matchup.
Are you hoping that Cerebrawl will become integrated in the fighting game community? Are you designing the game with that in mind? Also, will there be features inside the game that make it easy for livestreaming or, at least, recording footage?
Integrating into the community is based on whether the community wants us. We work hard to make sure that the game is designed well, but also designed around what the community wants. We’re very open to feedback. One thing we want to do that’s entirely for the community is design Cerebrawl for tournaments. Unlike fighting games that were designed for the arcade, that were then adopted into tournaments, we want to create a game that is designed with tournaments in mind.
There will be a tournament mode that disables the start button – to pause you actually have to press L1 + R1 + Start so there are no accidental pauses. And in first to X amount of wins formats, the winner of a match will get to choose the next stage. This will be important because the meta of each stage will vary, since the layout and size of each stage will be different.
There will only be live recording if we can get onto the PS4, which is what we’re aiming for currently, as well as PC, Mac, and Linux. We’ve heard some concern about not being on the Xbox One, and we’re open to that as long as we have the resources for it. As it stands, since we’re bootstrapping this ourselves, we’re pretty limited.
It seems that you’re being very open about the development of Cerebrawl, even livestreaming it as you go. In what various ways are you building up and working with a fan base while building the game? And what is this "forever beta" version that you’ve mentioned?
Yes, we want to be completely transparent with the development of Cerebrawl so that the community is a large part of our development process. We want to make sure the game succeeds, and the only way to do that is to make a game that the community has a say in. The FGC will let you know what they don’t like, and loudly, and we will take full advantage of it.
The forever beta is an opportunity for players to try out new characters, and help us test balance changes before they hit the main game client. Is it similar, if not exactly the same as the Skullgirls Endless Beta? Absolutely, it’s a fantastic idea and we’re huge Mike Z fans.
Characters
Helen Brutehilde
Operator 28
Susan of Slummerville
Operator 28
Susan of Slummerville
Animations in game
Official links:
http://www.cerebrawl.in
http://cerebrawlin.tumblr.com
http://www.twitch.tv/cerebrawlin stream every Saturday and Wednesday at 7PM PST
http://twitter.com/cerebrawlin
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Oct 25 2015 - Cerebrawl Is A “Love Letter To Marvel vs. Capcom 2”
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