The Unnamed
Experience directional-based combat against puppets brought to life by an Onibaba, a corrupted evil mother of malevolent spirits. Challenge yourself to hit, parry, and finish enemies with the power of your ki. Using lightning, water, wind, and fire to cleanse the lands of the evil polluting them. You are a lost spirit
Link to game:
https://lyolo45.itch.io/unnamed
Experience directional-based combat against puppets brought to life by an Onibaba, a corrupted evil mother of malevolent spirits. Challenge yourself to hit, parry, and finish enemies with the power of your ki. Using lightning, water, wind, and fire to cleanse the lands of the evil polluting them. You are a lost spirit wanderer, stop these puppets, reclaim your honor.
All offense, defense, and movement abilities have directional inputs that can change animation and properties.
The player can change direction and cancel moves mid-combo which allows for more flexible combat.
Special moves
In order to create a captivating boss encounter, we have implemented a flexible and robust behavior system for the boss character. We began by constructing a data table that incorporates various values to define a wide array of moves and effects that the boss can utilize. This approach allows us to generate a diverse set of attacks, providing the boss with the ability to challenge players in different ways.
Furthermore, this behavior system we have developed for the boss character is designed to be versatile and easily applicable to other enemy entities in the game. By using this plug-and-play code, we can efficiently incorporate similar mechanics into other encounters, expanding the variety of challenging adversaries players will face.
In addition to the strategic aspects of the behavior system, we also had the opportunity to create captivating physical animations for the boss's extra arms. These animations further enhance the boss's visual presence and make the encounters even more immersive and exciting for players.
We used trimsheet to create a big number of assets in a short amount of time while still maintaining consistently high-def texture and model.
Since Unreal calculates normal detail using UV1, that UV is used to sample the trimsheet, and the second UV is then used to layout normally and bake AO, edgewear, and thickness textures.
To ensure unpredictability and engage players, we have designed a system that enables the boss to filter and select attacks from the data table dynamically. This empowers the boss to adapt its strategy, faking out players by delaying attacks or swiftly switching to different moves if they become accustomed to a particular pattern. By incorporating this feature, we aim to keep players on their toes and offer them a constantly evolving and engaging combat experience.
Art: Thai Luu, Ken Blocker, Ari Zaritsky
Design & Rigging: Phil Echavarria
Sound: Snow Gillett
Voice Performance: Tyler DiNinno, Aidan Behan, Alyssa Bloom
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