Junior Technical Designer
Mr.Chaussette Battle Tournament
A multi-dimensional Beat'em Up with a multi-dimensional artstyle
General Informations
Rating: PEGI 12
Platforms: PC & Next-Gen consoles
Business: Premium
Intentions: Accessible, cooperative, tribute to Beat'em Up genre
Genre: Beat'em Up
Mode: 2 players
Target: Beat'em Up fans
Camera: 2D Side-Scroller, 2D with depth & 3D view
Work done
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Characters' attacks
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Enemy AI
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QA & Bug Fixing
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Characters' movement
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Animation integration
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Feedback
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Characters' movement
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To simulate the movements of a classic Beat'em Up game, we decided to constaint the movement to only left and right for the 2D part of the level, and then left/right and up/down
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Characters will always face the camera, especially the 2D character to avoid any visual oddities
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The jump works the same as Beat'em Up and Fighting games ; there is no air control. The directional input will control if the character goes straight or in a direction
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Characters' attacks
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Each character has the same amount of attacks :
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A 3 hit combo
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A special attack
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An air attack
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And a special air attack
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Here, we have the same base for both 3 hit combos and air attacks, but the special attacks are different for each character.
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For the ground special attack : The 2D character has a dash that deals damage at the end, while the 3D one does an attack that makes him jump.
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For the air special attack, both launch a projectile. The 2D character will launch it in a straight vertical line in front of her ; the 3D character launch it in a diagonal line.
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In terms of functionality, attacks are actors that follows the same order of Startup, Active and Recovery frames based on the attack animation.
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There is a cancel system that allows some attacks to end sooner to make a new one ; the 3 hit combo is working with this system, and each of these 3 attacks can be canceled into the ground special attack.
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Animation Integration
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As the project has a 3D and a 2D character, two methods has been used
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For the 3D character, a simple Animation Blueprint was created, following the movement state of the character (Idle, Walking, Jumping) and the current attack
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For the 2D character, as there is no Animation Blueprint to work with 2D Paper Flipbooks, a function was made to select which flipbook has to be played in each situation
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Enemy AI
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All enemies follows a really simple logic ; they goes to a random character and then they attack them. The target changes each time they loose their target before attacking
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Each enemy has his own health and speed, depending of their archetype
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The heavy enemy will reduce damage when be attacked in front, so they has to be attacked in the back
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Feedback
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Feedback was the most challenging part to do (see more in QA & Bug Fixing), but also an important one
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To achieve a good feedback, some points were important
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Hitting an enemy will cause hitstop to happen, freezing the character and the enemy to give a feeling of power
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It also makes the enemy turn red and in his hit animation
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A VFX spawns at the location where the enemy was hit
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When getting hit, the animation and hitstop are also important
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QA & Bug Fixing
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During playtests, a lot of bugs were reported on Mantis BT and they were treated by priority
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Feedback was the source of a lot of these bugs, espcially the hitstop
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The hitstop was sometimes set multiple times because of a combo and so the character could not move during several seconds. To solve this problem, hitstop was only set to certain attacks
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A lot of bugs reported were errors in the code that affected the game's quality but they were quickly resolvable
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Team members
Producer
Level/Game Designer
Tech Designer
Character/Animation Artist
Environment Artist
Producer
System Designer
Tech Designer
Character/Animation Artist
Environment Artist
Level Designer
UI/UX Designer
Environment Artist
Environment/Concept Artist
VFX Artist