top of page
OathGuardBuffing.png

Spartan Project
Combat prototype

Capture d’écran 2023-09-01 010934.png

About the project

Prototype based on God of War: Ragnarok. Part time over 3 years.

The main goals of the project:

  1. Display my ability to design an interesting and challenging boss battle.

  2. Create compelling design documents for different components

  3. Practice Unreal Engine 5 &  Blueprints

  4. Imagine a new system for the genre: Attack Combo Editor

boss variant

In this clip all I did was add a visual barrier but the experience changes meaningfully.
"Is he going to leap forward? Is he gonna charge his special? Projectile maybe? Can I make it in time?"

These are all questions the player now has to contend with while adding nothing but a single VFX.

traveler-appreciation-post-theyre-badass-as-hell-what-are-v0-04hh97xxqg791.jpg

What I did on the project

Design, prototyping and scripting of these features:

  • Hero design:

    • Cameras - Controls - Character

    • Attack combo editor system and UI

    • Data tables and balancing

    • Juice

      • Hit stops​

      • VFX + SFX

      • Camera shake

      • Time slows

  • Boss design:

    • Behavior tree and blackboard

    • Visual style and direction

    • Animation timings and transitions

    • Balancing

  • Unreal tools and systems used:​​

    • Blueprints - multiple classes

    • Sequencer and animation editor

    • Excel imported data tables

    • Animation retargeting

    • Niagara

Capture d’écran 2023-09-01 000758.png

Q: What is the attack combo editor?

A: RPG progression system where players form their own combos from collected attacks.

Attacks fall under 4 different weapon types:

  1. Great sword

  2. Spear

  3. Short sword

  4. Shield

3 stances:

  1. 2 handed

  2. 1 handed

  3. Dual wield (short swords only)

6 attack types: 

  1. Light 

  2. Heavy 

  3. Evade 

  4. Counter 

  5. Run 

  6. Special 

Attack visual preview

Left and Right hand weapons have their own combos and can be used in tandem

Acquired attacks can be equipped according to their type

WeaponStance_Attack_ID

Type

Stat scalings

Attack Effect

Description Text

Here I am picking my 5 light attacks from the move bank and putting them in my equipped moves.

Equipped attacks are played in order from left to right.

God-of-War-Ragnarok-Gale-Flame-Draupnir-Spear.jpg

Q: why did You make It?

A: To develop my paper design skills in order to match my hands-on design and practice designing something I'm unfamiliar with. The intention is to emulate the fun of an open world adventure but for 3Cs.


Designed as an alternative to skill trees, progression resembles more a deck builder than a traditional branching system and as a result emphasizes strategic planning, personalization and greater overall meta-game importance.

  • Player Motivations

    • RPG Classics: build creativity, discovery, power fantasy, player agency, synergies

    • RPG New*: combo mastery, combo emergence, greater build complexity

  • What problems does this solve?

    • The player tells the weapon what to do, not the other way around.

    • Attacks are now contextual tools the player strategizes with: blocking frames, movement, setup, etc.

      • Breaks out of the [dodge, attack, parry, attack] loop​ with a little build creativity

    • Completely breaks open end-game possibilities and massively increases replay value

    • Even R1 mashing can be more meaningful

  • Influencing core loops

    • Player unlocks attacks by killing enemies and learning their moves

      • Exploration is more rewarding at the cost of increasing alienation risk​

      • Fighting cool enemies provides motivation for acquiring their attacks.

    • Player can frictionlessly adapt their combos to a new foe.​​

    • More attacks instead of more weapon classes. Creates a larger possible build pool.

  • Budget considerations

    • Enemy attacks are unlockable on the player - each animation's value is doubled with re-use. Lessens the required amount of animations for MVP.

    • Attacks being applied to a reduced amount of weapons classes means greater value per move and lessens the required amount of animations for MVP.

Feature documentation in progress...

AXNNW7PLmYmCxqswRjhu8R.jpg
bottom of page