Cerebrawl - A 2v2 4-player Fighting Game from Zero Dimension

cerebrawlcerebrawl Joined: Posts: 52
edited October 2015 in Fighting Game Discussion
Hey everybody - we were asked by several of our Twitter followers to come on by the SRK forums and make a thread about our game. We're going to have something playable very soon to get into everyone's hands, but for now we wanted to open up a discussion about what our game is, who we are, and what you can expect. We're trying to be as transparent as possible because we're nothing without your support, so if you have any questions this is the place to ask them! We'll add them to this OP to start an FAQ.

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What's Cerebrawl

Cerebrawl is a 2v2 4-player fighting game in the style of MvC2 and Third Strike.

What you can expect

A user experience focused on competitive team play, built around tournaments, but also the ability to play casually or online. Launchers, beams, supers, assist calls and tags, snap backs, super jumps, and beyond. A soundtrack and style heavily inspired by Third Strike.

The current state of the game

Aaron and Eliot left Disney to work on this game and have been doing so for about 10 months. The characters are 100% hand drawn and each have roughly ~1200 frames. Battle Witch, the first character in the lineup is nearing completion and will be ready for mirror-matching in the first playable. We had originally messed with an engine hoping that we could salvage it for spare parts but have found that working from scratch in Unity 5 is coming along much better. Our code team is part-time, but we have most of what we need in place for a super early alpha and hope to have it out soon to show locally/record video from before we put it up for download.

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Who we are

We're a new team made up of industry vets - here are the members of our little 6 man team.

Eliot “NIW” Min - Previously of Harmonix, 38 Studios, Disney. Art director, lead animator, unapologetic anime fiend.

John “Little Foot” Mena - Previously of Vigil, Crytek, and all around charming fellow. Engineer.

Aaron “Goodnews” Oak - Previously of Indie MEGABOOTH, Disney, Microsoft. UI design, community management, and anything else the team doesn’t want to do.

Matthew “2 Mello” Hopkins - Mashup artist famous for Chrono Jigga, composer on the Read Only Memories soundtrack. Sound engineer.

Wilson “Ill Will” Fermin - Street Fighter 3: Third Strike, Marvel vs Capcom 2 player. OG from the NE scene. Combat Designer, Hype engineer.

Yusuke Tsutsumi - Organizer for 8-Bit History. Engineer, has been known to rap in Japanese.



We'll be using this thread to post updates as we progress, but if you have any questions please don't hesitate to ask!

We have a website with some media and information on it at www.cerebrawl.in

If you like art and hip-hop we do a stream Wednesdays from 12PM - 2:30PM PST and Saturdays from 7PM - Midnight (PST) thought recently we've been streaming nearly every day, sometimes twice. twitch.tv/cerebrawlin
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Comments

  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    Man it's like the first indie project posted here that shows actual promise and quality. I'm interested to see how a playable build turns out whenever that happens.
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  • DevilJin 01DevilJin 01 Ibuki and Juri BUFFZ Joined: Posts: 53,502 ✭✭✭✭✭ OG
    Looking forward to the music. SF3 and Streets of Rage are 2 of my favorite game soundtracks. Love old house and techno sounds.

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  • cerebrawlcerebrawl Joined: Posts: 52
    edited October 2015
    JohnGrimm wrote: »
    Man it's like the first indie project posted here that shows actual promise and quality. I'm interested to see how a playable build turns out whenever that happens.

    Thanks so much! Looking forward to getting the playable out there.
    Looking forward to the music. SF3 and Streets of Rage are 2 of my favorite game soundtracks. Love old house and techno sounds.

    Mello did a lot of drum-and-bassy stuff before he got into hip-hop, so this soundtrack is working out perfectly for him.
  • hokage111hokage111 Joined: Posts: 135
    Man I really hope this game gets the backing it deserves, I love the music and the character design so far. I'v been trying to watch the streams but can't seem to catch them at the right time. Hope to hear more news and reveals from you soon. Good luck guys.
    I'm glad I never bought the piece of shit known as SFV
  • MajormelisThereMajormelisThere no labels Joined: Posts: 497
    battle witch is pretty hot tbh
    you got me intrigued
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  • Geese PantsGeese Pants Working on it.......... Joined: Posts: 20,665 ✭✭✭✭✭ OG
    Really digging the music so far............
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  • CottoneyesCottoneyes Joined: Posts: 61
    I'm really liking this whole vibe of this. You have my support and I know I'll be putting down for this when the ball gets rolling.
  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,294
    Uh... well, that's certainly interesting.
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  • cerebrawlcerebrawl Joined: Posts: 52
    Thanks all!

    We're looking at our funding options now, trying to avoid Kickstarter like the plague. How do you guys feel about pre-ordering for alpha/beta/beyond access? Thought about Patreon to help us keep going but that seems like an idea better fit if we're releasing a lot of smaller games instead of one big project.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 35,607 mod
    Looks interesting. Any chance you could talk a bit more about the game mechanically? What exactly do you mean by "in the style ov MvC2"? Is it just superficially, with chain combos, launchers, snapbacks, assists, etc.? Or is it mechanically as well, with alot of the hidden mechanics in MvC2?
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  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    cerebrawl wrote: »
    trying to avoid Kickstarter like the plague

    Whoa, bold statement and definite bonus in my opinion. I was totally expecting it from the get go. Early Access might be something you want to look into on Steam, although some people have pretty negative opinions of it. Either that or maybe some kinda humble store thing but I wouldn't know how that would work out.
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  • PSYCH0J0SHPSYCH0J0SH Joined: Posts: 5,294
    cerebrawl wrote: »
    Thanks all!

    We're looking at our funding options now, trying to avoid Kickstarter like the plague.

    I don't think it should be completely avoided. Fund it on your own as much as you can, and when you eventually hit a wall, it's crowdfunding time. That's what I intend to do with my game.
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  • hokage111hokage111 Joined: Posts: 135
    edited October 2015
    cerebrawl wrote: »
    Thanks all!

    We're looking at our funding options now, trying to avoid Kickstarter like the plague. How do you guys feel about pre-ordering for alpha/beta/beyond access? Thought about Patreon to help us keep going but that seems like an idea better fit if we're releasing a lot of smaller games instead of one big project.

    I would definitely pay for early access, but I don't think releasing in small bits is a very good idea since it may kill the hype/lose momentum. It all depends on your circumstances I guess.
    Post edited by hokage111 on
    I'm glad I never bought the piece of shit known as SFV
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    hokage111 wrote: »
    cerebrawl wrote: »
    Thanks all!

    We're looking at our funding options now, trying to avoid Kickstarter like the plague. How do you guys feel about pre-ordering for alpha/beta/beyond access? Thought about Patreon to help us keep going but that seems like an idea better fit if we're releasing a lot of smaller games instead of one big project.

    I would definitely pay for early access, but I don't think releasing in small bits is a very good idea since it may kill the hype/lose momentum. It all depends on your circumstances I guess.

    Killer Instinct had a similar strategy and that's been working out fine. Constant character releases keeps people playing the game because there's constantly new content to explore. It basically boils down to how consistently you can maintain releases.
    You lack devotion! Enduring hunger and poverty is how you find the way!
  • cerebrawlcerebrawl Joined: Posts: 52
    edited October 2015
    d3v wrote: »
    Looks interesting. Any chance you could talk a bit more about the game mechanically? What exactly do you mean by "in the style ov MvC2"? Is it just superficially, with chain combos, launchers, snapbacks, assists, etc.? Or is it mechanically as well, with alot of the hidden mechanics in MvC2?

    There will definitely be superficial similarities as you described above. But our game, though taking inspiration from it, isn't a carbon copy of MvC2, so in the process of developing our engine, we'll be coming up with our own "hidden mechanics" to fit the needs that arise. With that being said, we've already studied the video you linked, and we've gone through many videos similar to it :)
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    So is 4 player 2v2 the only game mode? Will there be a 2 player option that is more "traditional" let's say? I mean that all sounds fun and cool and all but let's assume I don't have a friend to play with me at the moment, being paired with a random guy online or whatever the system is seems kinda weak. I wouldn't mind if whatever ranked option was only 4 player since that would basically mean ranked are teams who have practiced for the most part and that's fine, but a regular mode would be nice.
    You lack devotion! Enduring hunger and poverty is how you find the way!
  • cerebrawlcerebrawl Joined: Posts: 52
    JohnGrimm wrote: »
    So is 4 player 2v2 the only game mode? Will there be a 2 player option that is more "traditional" let's say? I mean that all sounds fun and cool and all but let's assume I don't have a friend to play with me at the moment, being paired with a random guy online or whatever the system is seems kinda weak. I wouldn't mind if whatever ranked option was only 4 player since that would basically mean ranked are teams who have practiced for the most part and that's fine, but a regular mode would be nice.
    Yep! There will be 2v2, 1v2, and 1v1 modes. There will also be an option to have split life bars or share one life bar.
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    One more question, what's the button layout looking like? 6 button? 4 button? Dedicated assist button?
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  • phantasyphantasy Smash Journeyman Joined: Posts: 8,557
    edited October 2015
    yes

    this looks good

    good job

    finally something that looks good

    people leaving disney to work on a fighting game
    that's crazy
    but awesome
    youtube sfv
  • BB_HoodyBB_Hoody Nice plane you have there. Be a Shame if something went wrong in flight and it crashed Joined: Posts: 4,598
    Now this looks pretty damn promising. And the thought of a 3rd strike inspired sound trak is just too good! Question. With this 2v2 4player thing ya have going on. Are ya trying to make this a team based focused fighter? Like maybe taking inspiration from how Moba's and other such major E-Sports titles are team oriented?

    Lastly that Witch is well..... curiously attractive.
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    I'm glad I wasn't the only one to get an awkward boner from the witch.
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  • BB_HoodyBB_Hoody Nice plane you have there. Be a Shame if something went wrong in flight and it crashed Joined: Posts: 4,598
    edited October 2015
    Yeah it's like....she's not hot by traditional standards. But she's working what she got. And dat ass
  • phantasyphantasy Smash Journeyman Joined: Posts: 8,557
    im not a fan of 3s soundtrack for the most part TBH, a lot of the tracks are awfully repetitive. the style is cool, but the actual tracks aren't that stellar. i think 2nd impact is better in that regard.

    i like the first two tracks on the website. not feeling the third "use your mind".

    still, very impressed at the animations, char designs, and the first two tracks so far.
    youtube sfv
  • driftlogicdriftlogic Joined: Posts: 631
    edited October 2015
    This looks good, and that music...I can't wait to body (and get bodied) to that luscious ass soundtrack. One of the things that really brought 3S together for me and just completed that package was the OST and this is already on that level of unique, thumping ass whoopin' music. Really can't wait to play this and I'm hoping -nay - praying that this comes to fruition. I'll be following the fuck outta this thread for updates...
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  • HawkingbirdHawkingbird I am thou...thou art I Joined: Posts: 24,996
    The music is absolutely amazing. I can see myself listening to it outside of playing the game.
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  • cerebrawlcerebrawl Joined: Posts: 52
    Thanks so much, guys!
    BB_Hoody wrote: »
    Now this looks pretty damn promising. And the thought of a 3rd strike inspired sound trak is just too good! Question. With this 2v2 4player thing ya have going on. Are ya trying to make this a team based focused fighter? Like maybe taking inspiration from how Moba's and other such major E-Sports titles are team oriented?

    Lastly that Witch is well..... curiously attractive.

    It's definitely a team focused game, though we're really looking forward to seeing how 1v2 and 1v1 matchups work out. It could definitely be said that we're interested in team dynamics in eSports/MOBAs. Smash has been successful with team tournaments and we think that 2D fighters could be successful with it too. There's also an interesting balance when you only have 2 players on a team - it's just you and one other player that you're synced with. With MOBAs, managing the emotions of 5 team members can be really taxing.
  • BB_HoodyBB_Hoody Nice plane you have there. Be a Shame if something went wrong in flight and it crashed Joined: Posts: 4,598
    Yo just listened to the 3 in game songs ya have. Cauldron Rave is DOOOOOPPE!!! It's like some crazy mis mash of one part hip hop, one part goth/horror, and one part Get set radio. How did ya come up with something like that??? IMO this needs to be the main theme of the game, or used in a commercial. Like @Hawkingbird said you can groove to this outside of the game. Can't wait for more music to become available.
  • cerebrawlcerebrawl Joined: Posts: 52
    That's actually B Witch's theme!
  • driftlogicdriftlogic Joined: Posts: 631
    I can tell you right now, B Witch is looking like a main for sure! Love that character design!
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  • Running WildRunning Wild Rock You Like A Hurricane Joined: Posts: 3,168
    Krillin with blue mohawk looks cool.
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  • Smashbro29Smashbro29 Waiting for the new Framemeister... Joined: Posts: 7,182
    I like the music, I like that you weren't afraid to freak me out with the characters. Make the gameplay solid, give it rollback netcode, a PC release and you got a sale.
  • HecatomHecatom Aka Black Gorilla (・Д・)ノ Joined: Posts: 22,305
    cerebrawl wrote: »
    6 button, jab, strong, fierce, short, forward, roundhouse.

    I'll be honest, i always felt that 6 buttons is an overkill, SF gets a pass because tradition i guess (KI as well), many games work as well only using between 4 to 5
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  • driftlogicdriftlogic Joined: Posts: 631
    I'm ok with them to be honest. There are x + infinity sexualized/sexy characters both male and female in countless fighting games I've played; these character designs are breaking that mold in a refreshing way.
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  • cerebrawlcerebrawl Joined: Posts: 52
    An important thing to note when thinking about the character designs is that all of these characters are colliding in one place from different dimensions. A ripped muscle witch from one dimension fighting a knight in swat gear isn't a crazy thing where these characters live. They definitely aren't going to fit any normal body shapes.
  • TenshoTensho Joined: Posts: 2,855
    Hecatom wrote: »
    cerebrawl wrote: »
    6 button, jab, strong, fierce, short, forward, roundhouse.

    I'll be honest, i always felt that 6 buttons is an overkill, SF gets a pass because tradition i guess (KI as well), many games work as well only using between 4 to 5

    I agree, especially for a 2v2 game personally I'd think 4 or 5 buttons would be better, like weak and strong punch and kick then 2 buttons to grab etc, though I have no clue how this game will play let alone any gameplay videos out yet so I guess we will see.
  • R-JiveR-Jive adoket Joined: Posts: 220
    Your team is ridiculous. This looks very promising! Going to follow this for sure.
  • CottoneyesCottoneyes Joined: Posts: 61
    I wouldn't want a change on her. Glorious ripped witch.
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    Cottoneyes wrote: »
    I wouldn't want a change on her. Glorious ripped witch.

    I agree. She looks good and it makes sense for someone with muscles like that to have that physique.
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  • hokage111hokage111 Joined: Posts: 135
    If you plan on releasing the game in small parts. Do you have any idea how many characters you would start with?.
    I'm glad I never bought the piece of shit known as SFV
  • cerebrawlcerebrawl Joined: Posts: 52
    We would like to have an 8 character roster at the very bare minimum.
  • Smashbro29Smashbro29 Waiting for the new Framemeister... Joined: Posts: 7,182
    Will it have rollback netcode?
  • cerebrawlcerebrawl Joined: Posts: 52
    Smashbro29 wrote: »
    Will it have rollback netcode?

    Without a doubt. We talked to Seth and the Rising Thunder team at PAX and it looks unlikely that we'll be able to get our hands on GGPO3 so we'll have to use an earlier version or write our own net code.
  • MarLonLonMilkMarLonLonMilk Kid Canada. Joined: Posts: 2,004
    All of this looks very promising! Especially that soundtrack. Cauldron Rave is on repeat.
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  • Smashbro29Smashbro29 Waiting for the new Framemeister... Joined: Posts: 7,182
    cerebrawl wrote: »
    Smashbro29 wrote: »
    Will it have rollback netcode?

    Without a doubt. We talked to Seth and the Rising Thunder team at PAX and it looks unlikely that we'll be able to get our hands on GGPO3 so we'll have to use an earlier version or write our own net code.

    Why are they holding back on GGPO3?
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,305
    Smashbro29 wrote: »
    cerebrawl wrote: »
    Smashbro29 wrote: »
    Will it have rollback netcode?

    Without a doubt. We talked to Seth and the Rising Thunder team at PAX and it looks unlikely that we'll be able to get our hands on GGPO3 so we'll have to use an earlier version or write our own net code.

    Why are they holding back on GGPO3?

    Probably because it's their main selling feature and licensing it out cheapena their own game and makes it less special.
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  • ZageZage Joined: Posts: 41
    God. Why did I have to find about this game so early in it's development? The wait is going to be excruciating.
  • Smashbro29Smashbro29 Waiting for the new Framemeister... Joined: Posts: 7,182
    Is there a contact email?
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