Postmortem


For this asymmetrical fighting game, I created four characters with their own unique abilities. The objective of the game is to collect and steal resources to keep the character alive, and those unique abilities are there to create conflict for your opponents from collecting water.

My role is character design: Ability Design + Model + Animations + Character Programming

In terms of the characters, I believe I did a decent job overall. I wish I was given more time to creating those characters, and more time should be devoted to animations. The abilities of those characters are somewhat similar - they either do standard damage; stuns; slows; grabs; or connect. I designed those mechanics to have a strong feel of crowd control, which aligns with the theme of the game - steal / time / attack. For future projects like this, I would design the abilities to have a combo skill set that will connect seamlessly in play, or I can even design combo skill sets across different characters - (character A : aoe Stun + character B : aoe Burst).

For the programming part, our team didn't live up to my expectations. There were still bugs during the live demo as players will get character overlap in selections, which will directly destroy the game. That's not ideal. Parts of the audio are nicely done, but some other parts could definitely be improved. 

One Adjustment that wasn't agreed by the team: 

I wanted to drop the character movement speed to relatively slow, so that opponents can predict and aim, and the players can dodge accordingly. Because from my impression in tencent's game steal the buns, (抢包子)  characters move fairly slow, and that allows opponents to come up with strategies  (aim in this case) to create conflict for your opponents.  This is just my idea that will make the game become super FUN. 

I believe the core mechanics of our game are super FUN, but our game isn't as polish as those AAA games, which tiny details could have a significant impact on the gaming experience. 

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