
PLATFORM: Windows PC, Mac
ENGINE: Unity3D
LANGUAGE: C#
TOOLS USED: Unity3D, Visual Studios,
DURATION: 3 Months
COMPLETION: 2021
TEAM SIZE: 1
ROLE:
Technical Game Designer,
Playtest Conductor,
Experience Designer,
Audio Designer
Game Link: https://marquis-mccann.itch.io/cube-fighting
OVERVIEW:
Cube Fighting is a simple fighting game where is only one attack and that is to dash into your
opponent at a higher velocity than your opponent. Who ever have the higher velocity going into the hit will win that interaction and keep their health. This simple fighting game is inspired by Dive Kick.
Design Goal:
My main purpose for Cube Fighting is to create a competitive and engaging fighting game without all of the animations and the crazy button combos that are in every other fighting game.
Features I designed and developed:
Game Design
Combat Interactions (how the players are going to interact)
Experience Design (camera shake, Color palette, particles, post processing)
Area Design (fighting area )
Main Menu Design
Sound Design
Scripting
Input System Manager (distinguish each player inputs, and axis for fast prototyping)
Player Movement
Player Combat System
Health System
Stocks and Rounds
Dynamic Camera Shakes (with time or with booleans)
Initiating Particles (with timing and location)
Audio and Music Manager
Menus and transitions
Input System Manager
Multi Tap Input

Multi tap is a function that gets 3 parameters a key code, ultimate event holder, and an integer
Multi tap can get any keycode I past and when I press that key tap counter will go up
when tap counter is greater than or equal to certain number then it will invoke the ult event that I past through
and tap counter resets back to 0
Multi tap can be put on a update function
Reset Multi tap

Reset Multi Tap is a function that gets 1 parameter a float
When tap counter is greater than or equal to 1 then it will start the call reset coroutine
When the IEnumerator wait for seconds real time is over, tap counter will reset to 0
Why?
This Input system help me fastly prototype and iterate players inputs by pasting in key codes and ultimate events that do vastly different things.
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