Andrei Cabungcal's profile

Final Summative: CubeClash3D

CubeClash3D

Intro:
This is a project for my Intro to Coding class. This project is my final summative project. For this project, I'll be using Unity3D for the game development, and Blender for the models and assets
Audience:
The genre that my game appeals to is the Fighting game genre. Anyone who enjoys 2D fighting games like the Super Smash Bros. Series, or Street Fighter, then they are the audience in mind.
Initial Plan:
My plan for this project to fit my audience is to make the combat system intuitive, and distinctive from other fighting games. All the characters should have their own similar, but unique fighting style. The art style / graphics in mind are toony and simple, but can also bring deep meaning.
Initial Design:
Designing the Prototype:
For the game, I started out with the core fighting mechanics. Things like player movement, camera movement, etc. I felt like this is one of the most important parts for my audience because this part of the game determines the core game-play and how it works. Eventually I added a menu select screen which can select a character you want to play. The ascetics for the menu screen are plain and minimal to focus more on the game-play. Next, I worked on the combat mechanics. For the game, left-click was used for attacking, while right-click was reserved for movement. For each character, their move-sets are different. This is important for my audience because the combat mechanics also affect how the game is played.
Feedback:
For feedback, I had a few clients. AJ, and Louie. The main feedback I got was that the combat mechanics are well thought out, but the characters were a bit too floaty. Another point was that I needed to add Enemy AI. Other than that, it was a working prototype.
Changes:
Changed gravity from -9.81(default) to -30
How I fixed the floating problem was I changed the gravity. By making the gravity stronger, all characters fall faster, making the characters feel more heavy.
So how I implemented the enemy AI was quite basic and crude, but it gets the job done to an acceptable level. First, I needed the concept of how enemies work. What I came up with is that the enemy is essentially a state machine. After that,  I added the movement; for now it travels directly to the player. Finally I added the combat mechanics for the enemy. Right now, the combat is basic (uses attacks within range, and uses secondaries farther away).
Future Plans:
If I were to continue this project in the future, refining the combat mechanics is my first priority. This is by far one of the most important parts to my game because it's what defines my game as being different from the rest, and fleshing it out would increase the games quality. Other things include stage design, character design, and UI design.
References:
Final Summative: CubeClash3D
Published:

Final Summative: CubeClash3D

Published:

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