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Idk company is developing a sweetheart robot whose purpose is the entertainment of girls and boys.
Dolcebella care-giving, play, sing and dance

The project is completed and the robot is put into factory production.
Only when dozens stocks are already built, developers perceive an error at coding level.
No one noticed that Dolcebella's kinetic parameters were recorded as 10.1 instead of 0.01
​

Robots of series Dolcebella have uncommon force, even greater than some of best joint construction automaton.
Of course, the product can not be sold, and units produced are withdrawn from market.
Idk risks bankruptcy, but John Johnson, project leader of Dolcebella, has a brilliant idea :
​sell the robot as war product
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In this game you play as a Dolcebella unit sent on a mission,
interpreting a mass-destruction ballerina
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Dolcebella gameplay is based on the use of 4 Joycon
​

2 Joycon held in hand,
2 Joycon fixed to ankles



Movements
​

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Hold ZL or ZR button and tilt your torso to move the camera
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Aim a target with the Joycon pointer
and hold Z or L to lock the camera on that object
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Move Dolcebella using the Control Stick
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Press A to Jump
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While jumping (pressing A), jump (in real world) 
to increase the momentum, considerably
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Hold Sl and move the Control Stick to Dodge in that direction
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Do a lateral step (in real world) to Dive
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You can perform combination of movements.
Each combo can contain the same moves only once


​Attack

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Assume different poses to attack.
The four Joycons monitor the movements ​of all your limbs by translating them into positions
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Nintendo Switch calculates the physical duration ​of the movements you perform 
and turn it into a Token the size of which is related to the duration of the movement
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Dolcebella is provided with an Audio Surround System,
able to reverberate classic, salsa and pop music between trenches and battlefields.
Hit enemies in tempo of music cause electroacoustic impacts

The tempo of the music is converted into sheet music. Tokens are inserted into the the sheet music.
 If Tokens fit inside the sheet music, attacks are boosted enormously

Kinesis

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When you combine two or more attack, you create a combo.
Chaining combo increase a variable called Kinesis.
Hold X during an attack to boost the damage.
An attack that deals 10 damage, is multiplied by 6 (60 damage) by Kinesis 6

​Kinesis tend to quickly reset to zero after being filled


​Style

There are some moves, called Style, ​with purpose is simplify concatenation of combo.
You can use Style to concatenate moves, dodges and attacks.
​Style may have special effects, or may be performed by particular
animation and movements of the character


​3 examples of Style :

Pirouette
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Pirouette is one of the most classic choreographic movements.
In addition to concatenate moves and increase Kinesis, it add dodge effect during the execution.
In front of the screen, run a pirouette, Joycons record your movement :
more Joycon's movement approaches 360 degrees, more the move is powerful.

You can turn tending to right or left to add a dodge in that direction ​
​or run this Style while jumping, to further increase the distance of movements.

There are many types of Pirouette, many of them change depending on how you move arms and legs.
​Try to learn them all
Barrè
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The reference movement for all dancer.
Keep one arm parallel to the ground, simulating the bar, and perform the Style movement.
More the "Bar Joycon” is held immobile, more Kinesis increase.
Barrè super increases defense during execution.
You can not move Dolcebella while performing this Style, ​but you can concatenate it with Tempo moves
Arabesque
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Bring your arms to the sky and lift your leg backwards to perform this ancient movement.
The sensible sensors of the Joycons monitor all your movements, ​the more they are sinuous the more the variable Kintect increases.
Train yourself and you will become a great dancer


Keep Tempo

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This technique greatly reduce the rate decrementation of Kinesis variable.
Shake the Joycons of the hands like maracas, ​if you do it with tempo the technique works.
You can also move your legs and make hops to get different result

Super Attack

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Super Attack mechanisms is similar to that of special moves in fighting game.
Insert specific inputs - in series and within a precise range of time - to obtain
​an event that take place trough an animation that has repercussion on a target
​Every input is a move end to itself, and is executed in conjunction with Joycon movements.
​For this reason, in order to perform Special Attack, every hit that result from input motion,
have to affect the target, while executed in a certain range of time

​Quick-time event

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A classic gameplay of motion control based rhythm game
​can be used 
to create a fun Quick-time event system.
Spectacular cut-scenes whose outcome depends by your dancing skills
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