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Showing posts from February, 2025

CGD Week 3 – 4: Elemental Combat Rework: Structuring Strategy & Roles

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Iteration of Elemental Combat Mechanics After communicating with the programmer, we further refined and iterated on the Elemental Combat Mechanics. Through discussion, we concluded that allowing all types of attacks to trigger elemental reactions would lead to chaotic gameplay and be technically difficult to implement. Therefore, we decided to divide character abilities into four distinct categories: Light Attack (Left Click) Heavy Attack (Right Click) Special Ability Special Movement Throwable (only this type can trigger elemental reactions) Character Roles and Ability Design Each character was designed with a unique ability combination to reflect their role. For example, the Water character is a frontline fighter: Their light attack focuses on close-range combat. Their heavy attack pulls enemies closer. Their special movement is a dash that helps quickly and continuously close the distance. Their throwable cre...

CGD Week 1 – 2: Defining the Core: Basic & Combat Mechanics

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  In the first two weeks, I mainly worked on three key areas: defining the basic mechanism, combat mechanics, and map & environment design. 1.     Defining the Basic Mechanism At the beginning, I worked with my teammates to finalize the core gameplay concept. Based on our team's past experience and the goal of maintaining high replayability, we decided to go with a PVP shooter game. Considering our limited production time, we agreed on using a low-poly art style, which offers many compatible assets and is more feasible for rapid prototyping. From these starting points, we brainstormed and refined the following key mechanics: Game Mode: The game is divided into two teams, each with two players. The objective is to capture and hold a target object that initially spawns in the center of the map. While a team is holding the object, they gain points every 5 seconds. The first team to reach the target score wins the match. The player holding the object must stay wi...