2D Action Platformer - Death Match Olympus
2D Action Platformer - Death Match Olympus
DeathMatch Olympus is a 2.5D platformer and action game inspired by Streetfighter, Super Smash Bro, and Dragon ball fighter Z.
Our game themes are based on ancient Greek gods and heroes. Players need to control their Heroes to battle each other.
They must master their skills of controlling the Heroes. We hope this game to be easy to learn and players enjoy the excitement of the platformer and battling game by performing and practicing an excellent combat skill to defeat other players or the A.I.
Death Match Olympus, a 2D battling game featured ancient Gods & Goddesses from Greeks.
Developed in Unity.
Originated and built by Kenneth Chan and Sunny Ngai.
Contribution:
Game Mechanics: Controllers, Hierarchical Design of scripts
Game Enemy AI Logics (Finite State Machine)
2D Character Design, Play style / mechanics, Animations, Effects, etc.
Game Art by Kar1, Kenneth
used the external A* path algorithm library to generate a map for the AI to navigate to the Player
The green line shows the direction guiding the Artemis AI to the Player. The Blue Net area are the targeted map.
Combined with scripts and animator components inside Unity (with substate machines) to control the behaviors of the AI along with the AI Control scripts.
Screenshot of the Animator of the Artemis AI of the Game: The movement behaviors of Artemis (moving towards or away)
2 screenshots (Unity Editor and C# Controller script) demonstrate how we solve the character producing damage towards the target
We found that the original Do damage function cannot cause damage to the enemy consistently, so we solved it by creating a set of animator Behavior scripts to control the Battle system inside the Characters to Do damage in a particular frame
For example, Athena character entered the attack frame in the animator window, and the left-hand side scene editor shows Athena is hitting Artemis, and the right bottom counter (Game scene) UI shows Artemis’s HP has been reduced, just in this frame time. We have implemented these behavior scripts for different characters
Challenge 1: Combat System and Player Controller (Main Character controllers and Movement controllers)
Control and movement scripts of different characters for the Player to control the Characters they choose to
Implemented Battle controller scripts for all 4 characters to handle the interaction with other
For the AI combat/battle controller, since these types of AI battle controllers are inherited from normal Player’s battle controllers, to avoid bugs due to class type auto-infer in the C# scripts and maintain the Hierarchy, we rearranged this code segment to determine the AI enemy type first in the Do Damage to characters function.
Challenge 2: Game Enemy AI
We proposed and implemented a hierarchical design in the AI behavior controllers
For instance, AIUniversal super-class, 4 Folders with the Main AI Controllers and the battle controller scripts (with extra abilities scripts for some of the characters)
The Main AI Controller scripts determines what the AI should do with different situations and respond to the Player behaviors while the battle controller is inherited from common Battle
So that the AI can interact with the Players properly, such as doing damages and receive damages, etc.
3D AR RPG Game - BoAR (FYP in Progress)
BoAR, a Rouge-lite 3D third-person AR game.
Developed in Unity with Niantic Lightship Augmented Reality Development Kit (ARDK), Barracuda, YOLO Object Recognition model.
Developed by Kenneth Chan, Issac Ng, Oscar Kwok, Vanessa Leung
Contribution:
Game Mechanics of 4 Game mode: Game controller modules
Graphics, textures
Map generations
Character Play style Design, Animations, etc.
Video Editing
More Update Coming soon! Stay Tuned!