Stralina Fantasy
Personal Contributions
Enemy AI
Our enemy designer created several categories of enemies—slimes, foot soldiers, and bosses—each with varying complexity. I was responsible for bringing these designs to life in our game! Notably, the foot soldier class of enemies utilizes boid-inspired behavior to avoid colliding with each other, strafe around the player, and coordinate attacks. The presence of certain boss enemies will affect this behavior!
Player Controller
Because of Stralina Fantasy's emphasis on combat, it was very important to me that the player controller felt responsive and "snappy." The character controller's lack of acceleration/deceleration gives the player full control over their position, reinforcing this design philosophy. Additionally, features such as input buffering and allowing the player to "roll" out of their attack animation emphasize flexibility and expression.
Progression and Design
I modeled our combat system after the Dynasty Warriors games, featuring a series of soft attacks that which can be ended with a unique special attack. Instead of having traditional player stats develop alongside experience points, my system rewards play with more special attacks and combo options—hard stat increases are left in the player's hands through the store.