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Cube fighting

Writer: marquis mccannmarquis mccann

Updated: Jun 8, 2021



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


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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