Anywho, I've been doing some brainstorming, and I'd like to get some input from the "boxing aficionados" on here. I see the game turning out as somewhat of a text-based online-rpg, where heavy emphasis is placed on creating your "virtual boxer," and helping him climb the ladder against other human-controlled boxers. The actual "boxing gameplay" would probably be very simplistic, where most of the user interaction would come in the form of providing a strategy for your boxer in between rounds (back off, go for the knockout, etc) a la Title Bout Championship Boxing. I did a quick mock-up of what a tale of the tape might look out, and I'm also attaching a list of things I brainstormed for character creation. I'd be happy to listen to any questions/comments you guys might have. Thanks.
By the way, I just realized that "Game" in the thread title is redundant. Mods, please get rid of that or it will bother me...

I apologize if any of this is illegible or unclear--- I sorta just wrote it all out on the trainride home today lol...

To clarify a little on the character creation write-up:
Each boxer starts of with 15 base points to fill up their base attributes (power, speed, stamina, defense, chin, heart, cuts). The player starts at level 0 (levels go up to 10), and can spend their 15 points as they like, while also having the option to choose one perk. The perks are outlined on the page--- they're sort of like specialties that amplify/expand upon the base attributes. Players get a chance to add a perk at levels 0 (creation), 5, and 10. Also, at each of those ranks, players have the option of adding an additional perk (so 2 total), but they'd have to add a weakness as welll (also outlined on the sheet). Theoretically, when a boxer gets maxed out at level 10, he might have all of his base attributes maxed, and can have either 3 perks and no weaknesses, 6 perks with 3 weaknesses, or anything in the middle. Let me know what you guys think...
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