This project's funding goal was not reached on March 11, 2013.
About this project
For everyone who would like to support this project, but receive a bunch of Bikini Karate Babes stuff right now (instead of waiting for the mobile game to be released), please visit our website to find out how you can get some amazing BKB stuff right now!
Our website has been updated with special packages for people who want to support the development of our new BKB game.
Please visit: http://www.warriorsofelysia.com
Thanks for your support!
The Origins of Bikini Karate Babes
The original BKB video game is a tongue-in-cheek fighting game. In most fighting games, female characters wear revealing attire, while male characters tend to overdress. To poke fun at this discrepancy, our female warriors donned bikinis and performed some serious martial arts moves, with plenty of comical moves to keep the players on their toes. Bikini Karate Babes quickly gained a cult following around the world and has spawned multiple offshoots, including the sequel Bikini Karate Babes 2: Warriors of Elysia.
Bikini Karate Babes Mobile is entertaining and lighthearted, with a decidedly retro feel. The game is a full motion video game with real life characters controlled in real time. If you miss the digitized characters of the 90s, you will love what we've done with the genre!
BKB Mobile gives us the opportunity to finally release some new characters that have been waiting for their chance at battle. These will be featured in updates and additional versions. Since some of our incentive packages allow for our supporters to become characters, we are excited at the prospect of releasing some of those publicly too. We are planning to release 6-8 characters at the first launch of the game. Add-on characters will be available in groups of 3.
The Characters that will be featured in BKB Mobile each have a unique fighting style and distinct personality. One of the cool benefits of using real people in the game is that we can capitalize on their talents, training, personal techniques, and natural abilities, and make them endlessly entertaining to play.
Sample fight from Bikini Karate Babes 2: Warriors of Elysia.
Andy Sikorski is our amazing musician. Everytime we build a soundtrack for a game, we trust in Andy's experience and talent. Listen to these few examples from our previous BKB games:
We are designing the arenas in a style that pays homage to the classic fighting game environments. As a throwback to the heyday of digitized fighting games, we are going to use side scrolling scenery with parallax depth perspective, much like the original BKB game. Since we are going for a retro BKB vibe, much of our inspiration is coming from the original BKB game's environments. With these traditional aspects, the environments will be a familiar place for the bikini fighters to showcase their abilities and strengths.
The Game Play
Bikini Karate Babes Mobile uses a control interface much improved over other fighting games on mobile devices. We plan on taking full advantage of the touch screen design by controlling characters using swipes, taps, and holds. This control method allows you to see and play the game, instead of having to find "drawn on screen" joysticks and buttons in an attempt to control your character. We think this method is more intuitive and will really take the player's mobile fighting game experience to a new level.
Substantial improvements have been made to the input controls since we released the original BKB. Taking fan feedback into account, it was suggested that the controls needed to be more responsive. The new mobile touch control capability has helped us make significant improvements to our input control methods.
To add some variety, favorite play modes from the PC games will be included in the Mobile game. We will also be adding new play modes that take advantage of the capabilities of the mobile platform. For example, the Aquarium mode lets you really "shake things up" and watch the girls react to tilting and moving your phone around.
Is this intended for mature audiences?
No, not at all. While it can be edgy from time to time, it's nothing you can't already see on television. Ok, well, basic cable anyway. There is no blood, gore, profanity, or nudity. We recommend an audience of 13 or older.
While a lot of the work is already completed, there is still much to be done. We already have the character images and movements, collision detection, music, and logic. We need to port the code from the PC and conform the data to work with various mobile platforms. This is a big task. Fortunately, we're not starting from scratch (not even close) and we have most of the processes mapped out. Your support will help us complete the successful adaptation from the PC to mobile and allow us to add some creative and fun enhancements unique to the BKB Mobile version.
If we reach our funding goal, we plan to release the game on various iOS devices by the end of the year. We are optimistic about getting it into Beta testing by September 2013. By November 2013, the game will become available in the App Store as a free download that will include the initial 6-8 characters and hours of fun! We want as many people as possible to have access to the game, which is why we are releasing it as a free app. This will help to build the community and fan base. We plan on eventually offering upgrades and expansion packages for purchase. We are also exploring the idea of creating a cool in-game currency as an in-app purchase. These additions will give players something unique to the mobile game, as they aren't found in the previous PC games. However, it is very important to us that none of these purchases be required to have a fulfilling playing experience.
We would love to have BKB Mobile available on all mobile platforms, with Android as the next planned target. If we exceed our Kickstarter goal these additional platform releases will be something we can work on simultaneously with the iOS version.
We are offering some really great incentives for your contribution. Since all of our characters are real actresses doing real people things, we have a ton of behind-the-scenes footage. Rather than shelve all this great footage, we have turned it into multiple full-length DVDs to share with you. Look below to see all the fantastic incentives we are offering.
Creative Edge Studios, Inc. has been developing interactive games and software for over 16 years. We have developed software for Warner Bros., Paramount Studios, Ubisoft, and other commercial and government entities.
Over the years we have developed "Cinescape 3D" which is our proprietary game engine, which allows us to create games using real people as characters that are controlled within a 3D environment.
With the success of the original "Bikini Karate Babes" (for Mac and PC) along with its sequel "Bikini Karate Babes 2: Warriors of Elysia", we have established a terrific fan base, maintained an ongoing and active game website, and have accumulated a significant amount of experience that will allow us to continue this franchise onto mobile devices everywhere.
Risks and challenges
Most of the remaining work to be done is code related or has to do with the manipulation of existing data. Having already released two games in this franchise, we expect this project will encounter very few surprises.
However, nothing is perfect and challenges are inevitable. We are anticipating we may encounter the following challenges:
Converting the image data to work on a smaller display area. This challenge can be overcome by testing a variety of modifications to see which best suits the platform.
Creating new environments to work within the new display area. This is more of a creative challenge than a technical one, one of the more fun types of challenges.
Input control adjustments. While we have mapped out a terrific plan for the input control, we will need to test and tweak for optimum results.
Bonus characters that are created from contributing participants will add some development time and effort to our production schedule. Fortunately we have the process as automated as possible, and any unforeseen challenges should be minor. This is mostly a time issue.
We've done this kind of work many times before. Our experience helps us adjust and address issues quickly when they surface.Learn about accountability on Kickstarter
Some of our incentive packages allow people to become fully playable characters in this new game.
You will need to come to our production studio. We are located in Virginia (very close to Dulles International Airport). We will work with you to come up with movements that will be effective, that are within your ability to perform, and that work within the confines of the game engine. You will be responsible for travel, lodging and other miscellaneous expenses, but we will coordinate our efforts with you to determine a good time for you to perform your character in our studio. Our studio is a large chroma (green) room with a soft padded floor. We will record your images and movements and incorporate them into our game engine with physics, collision detection, damage, strength, speed, etc. The end result is really neat to see.
We have two different options. The "Private Character" ($750) package allows you to become a playable character. You will receive a passcode to access your character. You can share that code with friends, and even post it online if you choose. The "Public Character" ($450) package also allows you to become a character. However, it gives us the option of making your character available publicly (for sale or otherwise). We are not obligated to make any character public, however, we have the option with the $450 package.
Why does the "Private Character" option require a higher contribution than the "Public Character" package?
Creating a video game character is a lot of work. In fact, the only reason we can offer this opportunity at all is because we've developed a really good process over the many years we have been creating games. With a public character, we have the option of making it available to anyone who has the game. We can sell this character to players who would like to add them to their copy of the game. But with a Private Character, we don't have this option. Therefore, we don't really have a substantial way to recoup some of the costs associated with creating this character. We want everyone to be able to participate, but not everybody wants to share their performance with the world, which is why we created the Private Character option. Of course, many others would love the chance of obtaining worldwide exposure as a video game character. We've provided both of these options to best suit everyone's preferences.
Kickstarter allows you to contribute any amount. However, if you provide enough for a larger package, we can still send you all the incentives that come with it. Just let us know that you don't want to utilize the bonus character option.
No. All of the incentives with items that are readily available will be shipped in March. Other things that depend on development (like the beta version, or the full game, or extra characters, etc.) will become available as they are completed. So, for almost all of the incentives listed above, we plan to ship them within a month after the project is successfully funded, even if there are other aspects of your package that will become available later.
- (45 days)