Fruity Wars is a third person action RTS game
where you jump around platforms and
use troops in strategic combat.
Project Details
Plattform:
Genre:
Engine:
Development time:
Theme:
PC
Unreal
RTS
7 weeks
Dangerous to go alone
Roles and Responsibilities
Technical Design
Rapid Prototyping,
Script optimizing,
Implementing features
Gameplay Design
3Cs Design,
Ideating features
My Technical Design Workflow
The main workflow I used during this project.
It helped me get feedback and iterate faster.
First Week Prototyping
I prototyped the game to make sure it was fun and to test without waiting for programmers
Proof of Concept
On the first day I prototyped a very
simple version of the game
in its purest form to
test if the game was fun
Control Testing
I scripted 6 different controls to test
which one felt best before we told the programmers.
I iterated with my Gameplay Designer and together
we found the controls that we gave the programmers.
Units Prototype
I prototyped all the differnent units
for the game to test the strategy and feel of them.
We quickly noticed that the shield unit had
no personalityand was just a sword unit with
more HP. Because of this we could quickly brainstorm new ideas for what the
shield would do.
Level Features
I used my workflow closely with the level designer to quickly iterate on level features.
Moving Platform
Creation
The level desiger needed a moving platform so I made one.
It starts when the player jumps on it, moves to the last point
then slows down and stops.
Implementation
You simply drag and drop the actor, place out some actor points
and hook them up. No scripting required.
Disappearing Platform
We needed a way to get the player into combat. I prototyped a
disappearing platform. We liked the feature so I polished it and implemeted it into the game.
3Cs Design
I was tasked with making a good feeling platformer character controller
Jump
I implemented a coyote jump
to make jump timming more forgiving.
A buffer jump to make quick jump easier and sticky feet to make landing
smoother.
Camera
I designed a slow-motion feature, tweeked the camera zoom-out
and worked on camera speed/fluidity.
Dash
I designed and implemented a dash mechanic. A technical problem that occured
was that I needed a high force to make the dash feel good when grounded. However if you dash of a ledge, the character would fly far.Solved by dividing his speed
after a cerntain time.
Takeaways
What I learned, liked and disliked
Prototyping is my thing! I had a blast making the game in Unity before fully deciding on concept!
Collaborating with designers to test their ideas and help them create was really fulfilling and fun!
Helping programmers understand what we want so that they dont code unnecessary things is very important.