This project's funding goal was not reached on December 6, 2013.
This project's funding goal was not reached on December 6, 2013.
Click the link to try out an early pre-alpha build of Bullet Bros. There are a few bugs and crashes but if your'e brave check it out.
Note- Currently there is a frame stutter issue that can be resolved by plugging in a second controller. This will be fixed on the next build.
Download Demo (v.4)- uploaded December 04, 2013, 8:13:20 PM
Bullet Bros is a throwback to classic games like Contra, Super Mario 3, Bionic Commando and Blaster Master. It started out as an exercise to combine some of my favorite game mechanics together to see if they could co-exist. From there I switched everything over to a physics-based environment, and some really fun and unexpected things started to take shape. Bullet Bros was born.
At the very minimum, Bullet Bros will be equivalent in size to the old Contra games; 10 levels, each with a unique, bad ass boss, and local co-op. I say minimum because I would love to take the scope much bigger if possible, and that’s where I really need the help of the Kickstarter community. The following categories break down what I would love to include in Bullet Bros with your support.
I want to have a huge world map with 90-plus levels, and game progression similar to Mario 3. I want to add tons of secret objectives, mini-games, and stores to upgrade your gear. I always enjoyed games with cool world maps, because it gives you a break from the chaos. Oh, and did somebody say impossible airships? No? Okay, well I guess I'm saying it.
The Vehicles in Bullet Bros will play a large role in the overall design of the game.They will be unlocked throughout the missions, and can be upgraded and linked with other vehicles to create wacky new machines. You will be able to visit the Bullet Bros hangar and test out vehicle combinations without the stress of combat. If you figure out a cool combo, you can have it airdropped to your mission location to test it in combat. I want to shoot for 50 -100 playable vehicles throughout the game, so the player is constantly trying out new combinations.
Vehicle linking was something I'd already been thinking about for a while, when a friend of mine suggested extending the same concept to the characters themselves. The Bros can now perform "Bro Links" which, if timed perfectly, attach the two bros in completely non-sexual positions. These strategic entanglements will definitely benefit you in combat while also intimidating the enemy. Who wouldn't want to run around the jungle on the shoulders of their best bro as they slaughter rebel forces?
In addition to the vehicles, the Bros will have multiple utility items at their disposal. Here are a few examples that are already implemented, and I plan to add even more.
grappling hook: attaches to just about everything, uses include:
parachute: allows the Bros to glide when falling, uses include:
sand bags: block enemy bullets until destroyed, uses include:
grenades: a grenade-like device that explodes like a grenade, uses include:
A few months ago my girlfriend (high five!) sent me a link to a Contra cover that completely blew my mind: http://www.youtube.com/watch?v=LqIRSMHtb2U
His name is Fernando Carabajal, and he has dozens of insanely good video game cover songs. I contacted him the next day and told him about Bullet Bros and he agreed to compose a completely original soundtrack for the game. I seriously can't listen to these without an ear to ear grin.
The look and feel of the Bullet Bros world is something I've been developing for over 2 years. It originally started as an exercise in creating a fully realized game environment to reinforce the curriculum I teach at FuturePoly. The more I fleshed it out I realized I wanted to create an actual game for the world I had built. Around the same time I started getting back into programming so I was able to use all of the pre-production work and concept art for Bullet Bros. This has helped the project move along very quickly and I still have plenty of existing concept art to work from and implement.
To achieve a game of this scope, I can't do it alone. I will need to hire a senior network programmer to handle setting up online co-op play, and another programmer capable of porting the game over to multiple consoles. I will also need to bring on an additional game designer to help with level creation and boss battles. Last, but not least, I'll need a community manager to ensure that your suggestions are heard and that you are able to influence the game in a positive way.
I've been self-funding this project for the last year, and now I need your help to put together a kick-ass team capable of realizing Bullet Bros' full potential.
$80,000- Initial Funding Goal. PC release, 10 levels, 10 bosses, 10 unique vehicles. 10 level songs. Local multi-player.
$90,000- 5 more levels, 1 new boss and 1 new song.
$100,000- 5 more vehicles, 5 more levels and add the world map.
$120,000- Hire a network programmer and add online co-op!!! 10 more levels, 1 new boss and 1 new song. *added Linux and Mac release!
$160,000- Hire a junior designer to help with additional levels and more refined boss battles. 10 more levels, 5 more vehicles and 2 new bosses.
$180,000- Add comic book style cut scenes between chapters to flesh out the Bros' back-story. 10 more levels, 5 more vehicles and 1 new song.
$200,000- Horde mode. 10 more levels, 5 more vehicles and 2 more Bro links!
$250,000- Vehicle challenge mode. 10 more levels, 5 more vehicles and 1 new boss.
$280,000- Hire another programmer and release on Xbox 360 and PS3.
$320,000- Hire an animator for more player and enemy animations. 2 more Bro Link positions and 2 more bosses!
$380,000- Xbox One and PS4 release!!! Crank the physics up to the max and 2 new bosses.
$420,000- 4-player campaign and various death-match modes. Think Contra meets Smash Brothers.
$490,000- 4 vs 4 team death match. Crazy impromtu mech-on-mech action!!!
With Bullet Bros the biggest obstacle I foresee is managing the scope of the project. The game was born out of love and over the past year the scope has ballooned from a simple programming exercise into a full scale game. To help overcome this, I've waited and developed the prototype to a point where I feel it can be easily scaled up or down based on the interest of the community.
Another huge obstacle is budgeting the project and delivering it on a deadline. I feel very confident in this because I have owned and operated my own business (FuturePoly) for the last 4 years. With FuturePoly I am able to utilize the office space, workstations, and software, meaning all contributions to Bullet Bros will go directly towards production rather than start-up costs. This obviously takes a huge financial burden away from the project and also makes it much easier to budget.Learn about accountability on Kickstarter
Not at the base funding level but I've added it to the 120k stretch goal because I will need an additional programmer to help with those releases.
You will be able to use both but you would have to be some sort of wizard to beat it with just a keyboard. (hmmm might be a fun achievement)
Once the campaign is finished I will send out a survey with the possible platforms and you can choose.
Yes, as long as it passes the Steam Greenlight process. You can check out the page here and vote "Yes". http://steamcommunity.com/sharedfiles/filedetails/…
I would love to release on the Wii U, but I can't promise anything at this time. If we hit our initial funding goal I will re-evaluate the possibility of a Wii U release as a stretch goal.
- (32 days)