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Wuxia-Fighting

3rd Person ACT

PROJECT NUMBERS

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UE4

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Ten weeks

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A team of Five

RESPONSIBILITIES

Designer

  • Participate in the design of game mechanics;

  • Responsible for level design and build white model;

  • Responsible for designing AI behavior tree, AI value;

Cat Chaos: 文字
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Level design

The level in our project is an independent branch, so I drew this level sketch based on my previous experience of playing ACT and the article that I read to analyze the level design of the Dark Souls series. Finally, I implemented this sketch in UE4.

When designing levels, I always design and modify them from the perspective of the player's experience (angle of view, difficulty, mentality, etc.). On the whole, I want to reflect the three-dimensional sense of the scene.

Summary

This project is an ARPG (RPG+ACT) game focusing on combos. Players will explore and fight enemies in plains, bamboo forests and cottages. The background of the game is the Tang Dynasty, which is a game rich in Chinese cultural characteristics. I am responsible for level design, enemy design, combo design, and numerical design in the team.

There are six people in our team, and I serve as a designer in the team. At the beginning, the game mechanism I provided was a combat system similar to Sekiro: Shadows Die Twice. Players and enemies have the attribute of "posture". When the player attacks the enemy, the enemy will definitely defend, and will produce the effect of weapon collision, the collision will cause the "posture" of both parties to drop at the same time. Players must control the attack frequency and attack moves to make their "posture" drop to a small extent. When one of the characters' "stance" is zero, the execution animation occurs. This solution later evolved into players who need to use multiple consecutive skills (rather than controlling the frequency of attacks). Finally, according to this mechanism, I am responsible for the continuous technical part of the combat system and the enemy AI.

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