Download the current Prototype here -
Final Punch
Skills -
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Unreal Engine 4/5 & Blueprint
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Sprite Animation
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Game Development
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3Cs Design
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Combat Balancing
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Level Design
The concept is simple - Fight > Claim headband > Claim Room > Earn Points. The further the players go into a level, the more difficult the room. Causing points to escalate per room deeper in the level. Therefore, winning fights early on is good to get a quick boost in points, but when the fights really count is when the players need to step up.
Combo & Damage
The game is simple to play, using a simple 3 hit combo. Punches deal 1 damage each, 3 hits mean a kill, causing the player to drop their headband. This makes it more and more difficult for a leading player to remain in the lead, unless they manage to take very little damage throughout.
Players can also perform a block to negate all damage coming their way. The block lasts a small amount of time, stopping constant use.
If a player is hit during a block, they will have a small opportunity to perform a counter attack. Performing a counter attack will deal 1 damage like any other punch. But is quicker and unexpected.
Players can also maneuver around and dodge attacks by Dashing. Attack while dashing, will perform a Shoulder barge, which will also deal damage.
Shoulder barge can also be used to break through walls, causing you to take damage, but change the arena for the price. Causing the room to now give double points for a headband placement.
Block & Counter
Dash & Wall Break
Knockback Punch
This allows a player to charge up a swing, to push the opposing player backwards.
Should a player get knocked into a breakable wall, they will take extra damage, destroying the wall in the process.
Quick Time Events
Hazards will also be present during combat. One example is a mutant that tries to grab any nearby players; leaving them vulnerable. If a player hits the correct button in time they will be able to break free.
Scoring
To award players for winning a fight, a Headband is dropped. This must be placed in a room to open the way to the next one.
Points escalate per headband the further into the level the players get. Meaning that the stakes are higher the deeper they go.
Example - Winning a fight in the first room and placing a headband, will award 1 score. However, winning a fight in the last room will award 6 Score! This can also be changed, via 'Connecting' rooms to award double the usual score, for a single headband placement.
Camera
Based on the main game loop this was important to get right. Players will die on lower levels then spawn on higher levels, needing to see where they are going to reach the bottom. I wanted the fights to be more up close and personal, allowing players to read what their opponent is about to do. This meant the camera had to zoom in/out, ensuring that players can see where they're going and what they're doing at all times.
Level Concept
Original Concept for the Sewer Level
In Engine
Sewer Level design transferred to engine