
Let's Fight! System
My Capstone Project
I’m looking to create a 3D fight System that uses orientation-based input. It can be played standalone as a fighting game but can also be used as a base for future video games or iterated on for more advanced fight systems.
Goals
My goal as a Gameplay Engineer is to build a fight system that shows my understanding of moment to moment gameplay, skill in animation, programming expertise, and state machines for animations and gameplay.
Directional Input Definition
The orientation-based input is based off three things.
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The rotational yaw, where the player is looking, Split into top, mid, low. 1D
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The directional input they are pressing, split into forward, backward, left, right and neutral (for no direction input). 2D
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The action. Attack, move, block, etc.
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This is combined to produce one of 12 versions of that action producing a 3D result in the direction they are indicating.
Each of these 12 move slots can be customized with a specific move to create new characters.
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F = Front
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L/R = Left or Right (usually a mirrored action to make either choice viable)
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B = Backward
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Some techniques have the effect of charging the character’s orientation
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Actions:
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Attack
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Block
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Interact
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Jump
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Movement (or lack thereof)
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Cancel
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States a character can be in:
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Neutral state (where a character normally battles)
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Sprinting State (currently in motion, has a limited set of actions and limited direction)
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Air State (in air. Has a unique set of actions to take)
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Grounded State (on the ground. Has a unique set of actions to take.)
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Block State (Will automatically block an attacks)
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Parry State (Will block based on conditions and retailiate)
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Grabbed State (You are in this state when held by something else)
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Holding State (You are in this state when holding something else)
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Reeling State (Someone who is stunned and cannot take an action)
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Dodge State (Character has invincibility frames)
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Cancel State (A transition state for self-interrupted actions)
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