Project Overview
This is a sword fighting combat system which aims to create an intuitive, immersive, and satisfying experience for melee combat so it approaches sword fighting in games with much more strategic depth, precision, and skill-based gameplay experience. Players must perform attacks or blocks by deliberately swinging their mouse in any of the 8 different directions(up, down, left, right and diagonals) along with parries, combos, and special moves. This is prototyped in a third-person 1v1 setting in attempts to create the feel of the game For Honor but with more complexity. Parries can be done by performing a block towards the opposite direction of the incoming attack at the right timing. Combos and special moves are also based on the mouse gestures such that combos follow the gestures in the order they're performed in and special moves are performed by holding Q and drawing a pattern with mouse gestures. These patterns are fixed and built into the player's moveset. Lastly, the players can test this out with dummies and enemy AI in the Unity scene.
- Responsibilities
- Gameplay Programming, Animation Programming, Technical Design
- Development Time
- 7 Weeks
Systems and Features
- 8 Directional Attacks, Blocks, & Parries
- Combos & Special Moves
- Player: Character Controller & State Machine
- Root Motion Animation
- Procedural Animation
- Animation: State Machines
- Animation: 2D Blend Trees
- Animation: Curves & Events
- Animation: Masks & Layer Transitions
- Health Component System
- Enemy AI
- Combat Feedback Mechanics
- Custom Camera
- Coroutines
What I Learnt
Future Work
- Different Character Classes
- Force System
- Multiplayer & Matchmaking Support
- Cosmetic Progression Systems