Sunday, August 17, 2014

Combat

Work on HUNARI is steady. The main priority now is to protoype the combat system and ensure that it is as fluid and fun as possible. Lets talk a little bit about HUNARI's melee combat.

In HUNARI, we want to have every fight be as cinematically entertaining as possible. To achieve this we are borrowing slightly from the Batman Arkham and Assassin's Creed series. Every enemy will have a library of attack animations that will suit various situations. This includes: punching, kicking, grappling, throwing, ramming and any other moves that we think of. These moves will primarily be based on the enemy type. Players will have a context sensitive "Dodge" button that will call the connecting animation that goes with the enemies attack.

I.E.

_________



Enemy (A) plays attack animation (1)

Attack animation (1) leaves a 2 second window for player to use Dodge

Dodge key pressed within 2 second window= true

Initiate playerdodge animation (1) for enemy attack animation (1)

Dodge Key pressed within 2 second window= false

Initiate playerhit animation (1) for enemy attack animation (1)



So every attack animation will have an appropriate dodge and hit animation to go with it.


This will feel like a rythm game where each enemy will have its own beat that the player can learn and react too. As the player adapts and learns the enemies beat pattens, they can insert their own beat and defeat them. Enemies will also have the ability to change their patterns based on situational events. I will post animation trees and video examples on my website joshuadodson.net as the system takes shape.

Tuesday, July 22, 2014

A bright beginning!

Starting something new is always scary but rewarding. I am presently developing my first game using Unity and Maya primarily. The journey so far has been very educational and seeing my characters come to life is extremely exciting. Here I will be documenting the development of the game, fleshing out the story and world and posting new ideas. Check back regularly to see how the project is going!















Hunari is a survival game at its core. The player is challenged to maintain their character in various ways while they explore a rich alien habitat.

Allow me to introduce you to Tavia. Tavia is the heroine of my game. After crash landing on a strange alien world she must survive the brutal jungles and vicious predators. Equipped with cybernetic implants and a utility maintenance drone she must find a way to repair her ship and escape the hostile planet

Tavia might come equipped with some fun toys, but what happens when those toys need to be maintained? Far from the necessary supplies needed to keep her cybernetic implants functioning properly, Tavia must discover alternate resources to aid in her survival.

Tavia is equipped with arms that can emit powerful energy fields. She can use these to form shields, strengthen melee attacks and shoot energy bolts. Using this energy will drain and fatigue Tavia but can help get her out of sticky situations.

To view character animations please visit my website joshuadodson.net

My game design and development blog!

Welcome!

Welcome to my development blog. Here you will find my ideas and opinions on game design and current games. I will also be discussing my present and future game design projects.

To view my portfolio and resume that showcases my work and detailed analysis of my projects, please visit joshuadodson.net