Combat Arena

Join me as I develop my first full scale game.

What is CombatArena

CombatArena, the working title for my ambitious top-down dual stick PvP multiplayer arena game. Players can choose from various characters and battle in different arenas with the objective of scoring a puck into the opposing team's goal. Players must fend off attacks and strategically use their characters' offensive and defensive abilities—including melee and ranged attacks, dodging, blocking, and many more, in order to score. The game is being developed in Unreal Engine 5 and will be available on consoles.

Development

I work on this game almost every day. I'm happy to showcase what I've implemented so far below.





Damage Mechanics : Implemented comprehensive damage mechanics, including hit stun and a dizzy state when a character's HP is depleted.

Scoring System : Developed a scoring system displayed on the HUD using widgets.

AI Integration : Added AI to characters, enabling them to intelligently decide when to pass, shoot, or pursue the puck.




Character: SmartCrashTestDummy Ablity to strap a impulse bomb to his back and detonate launching him into his opponents and causing knockback on impact.

Second ability is the ability to raise a barrier that blocks character movement, abilities, and the puck




Dynamic Puck Mechanics Implemented a the ability for characters to strike the puck, allowing different strike strengths depending on how long the strike key is held. Players can perform three types of strikes: a straight strike and two curved strikes (left or right). This feature required a deep understanding of physics, UE5’s blueprint mechanics, vectors, velocity, cross products, and casting.




Visual Effects, Animation Sequences and Level Design: Created Niagara particle systems and emitters to visually enhance character abilities and animate goal scoring sequences. Implemented trigger volumes to detect goals and trigger corresponding animation sequences, providing clear and engaging feedback during gameplay. Designed levels with Hierarchical Level of Detail (HLOD) optimization in mind, ensuring optimal game performance.




Character Creation and Asset Management: Modeled the characters in Blender, a 3D creation suite. Applied textures and materials to the characters, exporting them for seamless integration within Unreal Engine 5.




Control Rigs and Custom Movements: Created control rigs for custom animation


Health : Incorporated character health bars into the HUD for clear player feedback.




Blended Character Animations: Enhanced animations characters, adding logic for seamless transitions between states such as dodging and running. Blended running animations dependant on what speed and direction character is running. Introduced logic that allows seperate asynchronous animations above and below the waist.