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
-
Characters' attacks
-
Enemy AI
-
QA & Bug Fixing
-
Characters' movement
-
Animation integration
-
Feedback
-
Characters' movement
-
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
-
Characters will always face the camera, especially the 2D character to avoid any visual oddities
-
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
-
![Movement.gif](https://static.wixstatic.com/media/475508_8d71e317ba0b44539eb17d290285eec5~mv2.gif)
![Jump.gif](https://static.wixstatic.com/media/475508_fcae4bfb5dce4b179cf786365533f8b8~mv2.gif)
![Attacks.gif](https://static.wixstatic.com/media/475508_d7b77e5698ce4090b81155acf03ef24a~mv2.gif)
![Charyuken.gif](https://static.wixstatic.com/media/475508_25bc5a0c7ee14d90a0a7994a5a9b10a9~mv2.gif)
![activesframes.png](https://static.wixstatic.com/media/475508_2d2024a90d50407996f2aeee83b6c2cf~mv2.png/v1/crop/x_52,y_0,w_1177,h_652/fill/w_85,h_47,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/activesframes.png)
-
Characters' attacks
-
Each character has the same amount of attacks :
-
A 3 hit combo
-
A special attack
-
An air attack
-
And a special air attack
-
-
Here, we have the same base for both 3 hit combos and air attacks, but the special attacks are different for each character.
-
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.
-
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.
-
-
In terms of functionality, attacks are actors that follows the same order of Startup, Active and Recovery frames based on the attack animation.
-
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.
-
-
Animation Integration
-
As the project has a 3D and a 2D character, two methods has been used
-
For the 3D character, a simple Animation Blueprint was created, following the movement state of the character (Idle, Walking, Jumping) and the current attack
-
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
-
![jumpAnims.png](https://static.wixstatic.com/media/475508_d9d8e123259f4e9cab7fd4f556fdfa77~mv2.png/v1/fill/w_89,h_52,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/jumpAnims.png)
![flipbookIdle.png](https://static.wixstatic.com/media/475508_54495ddc1a59430b863ae24d25c9a3b9~mv2.png/v1/fill/w_89,h_56,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/flipbookIdle.png)
![behaviortree.png](https://static.wixstatic.com/media/475508_3ae945c29e0a41e9816c7f000d43eeff~mv2.png/v1/fill/w_88,h_49,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/behaviortree.png)
![enemies.gif](https://static.wixstatic.com/media/475508_9cf22aa1c58045fe8d9034fe65b7c06e~mv2.gif)
-
Enemy AI
-
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
-
Each enemy has his own health and speed, depending of their archetype
-
The heavy enemy will reduce damage when be attacked in front, so they has to be attacked in the back
-
-
Feedback
-
Feedback was the most challenging part to do (see more in QA & Bug Fixing), but also an important one
-
To achieve a good feedback, some points were important
-
Hitting an enemy will cause hitstop to happen, freezing the character and the enemy to give a feeling of power
-
It also makes the enemy turn red and in his hit animation
-
A VFX spawns at the location where the enemy was hit
-
When getting hit, the animation and hitstop are also important
-
-
![feedback.gif](https://static.wixstatic.com/media/475508_9310061472c0480d9cc76eed274184f9~mv2.gif)
![mantis.png](https://static.wixstatic.com/media/475508_a763e24d05014982a0f07c0c82ba6367~mv2.png/v1/fill/w_89,h_24,al_c,q_85,usm_0.66_1.00_0.01,blur_2,enc_auto/mantis.png)
-
QA & Bug Fixing
-
During playtests, a lot of bugs were reported on Mantis BT and they were treated by priority
-
Feedback was the source of a lot of these bugs, espcially the hitstop
-
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
-
-
A lot of bugs reported were errors in the code that affected the game's quality but they were quickly resolvable
-
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