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Vanquisher

Player Movement
  • Used Unity's Base Character Controller
    ​

  • ​Used Aimation Blend tree for base movement​​
     

  • Player rotates and moves in the direction of input â€‹

Camera
  • Cinemachine

    • Used built-in 3rd person camera 
      ​

    • Used 2 cameras

      • Out of combat​

      • In combat

Base Player Locomotion

Player Movement Blend Tree

Player Combat
  • Main Pillars

    • Power​

      • Feel Powerful​

    • Style

      • Look Cool​

    • Flow

      • Seemless Transition Between Attacks​​​

 

Player Animation Graph

  • Player Abilties

    • 2 Main Attacks

      • Base​

      • Heavy
         

    • Dodge/Parry
      ​

    • Roll
       

    • 4 Finishers

      • Basic ​

      • Healing

      • Grapple

      • Area-of-Effect

 

Finisher Sub State Machine

Challenges​​​

 

  • Attacking

  • Problem: 

    1. Get Player sliding towards enemies when attacking

    2. Player doesn't have Collision when attacking
       

  • Plan of Attack:

  1. Use DoTween plugin

    • Uses animation to move

    • Works very well. Solves Prob. 1

    •  no collision. Doesn't Solve Prob. 2

  2. Make system to lerp one object to another

    • Implement ActionList

    • Uses Transform to move

    • Works well. Solves Prob 1

    • No collision. Doesn't Solve Prob. 2​

  • Question: Why doesn't collision work?

    • Remember: Using Unity's Character Controller

      • Collision only works with the Move function

 3. Implement Move function into Lerp system

  • Works the same as before. Solves Prob. 1​​

  • Has Collision. Solves Prob. 2

​​​​​​​​​​​​​​​​​​

  • Enemy Targeting

  • Problem: 

    • ​Player can't target the enemy they want to target​
       

  • Plan of Attack:

  1. Sphere cast in direction of input

    • Inconsistent​

    • Can't target closer enemies

  2. Add sphere around player​​​

    • Solves some cases for closer enemies

  3. Set target based on enemy attacks​

    • Helps solve closer enemies case ​

  4. Add ray cast between the player and casted sphere​

    • Solves most cases for mid range enemies​

  5. Overall was good enough to call good

    • solves most cases for short, mid, long range enemies​

​​​​​​​​​​​​​​​​​​

Attacks
  • Have 3 attack combo

    • A counter keeps track of current animation

    • resets after 3

Basic Attack
  • Simple Attack

  • Moderate damage

Base Attack Combo Example

Base Attack Sub State Machine

Heavy Attack
  • Stuns enemies

  • Minor damage.

Heavy Attack Combo Example

Heavy Attack Sub State Machine

Dodge/Parry
  • Dodge

    • avoid attacks​

  • Parry​

    • When the time is right

    • Counter Attack​ Enemy

Dodge/Parry Example

Finishers
  • Fulfills Power and Style Pillars

Basic Finisher
  • Instant kill for basic enemies

  • Has 4 unique animations
     

  • Design:​

    • Fulfills Power Pillar

      • Instant kill​

    • Fulfills Style Pillar​

      • Looks cool​

Base Finisher Examples

Healing Finisher
  • Heals the player
     

  • Design:​

    • Game was hard without Healing

    • Helped with deciding finishers to use 

    • Wanted players to fight to get health

    • Wanted players to play more cautiously

      • Limiting health gain​​

Healing Finisher Example

Grapple Finisher
  • Grabs enemy from far away
     

  • Design:​

    • Made to deal with Archers​​

Grapple Finisher Example

AoE Finisher
  • Instantly kills basic enemies

  • Some damage to brutes
    ​

  • Design:​

    • Originally wanted finisher to only do some damage

    • Was more enjoyable to instantly kill the enemies

      • Supported Power and Style Pillars 

Area-of-Effect Finisher Example

Roll Ability
  • Avoid incoming damage
    ​

  • Design:​

    • Wanted some way to avoid non-dodgeable attacks

      • Archer​

      • Brute

Roll Ability Example

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