
Universal Warriors
A NEW BREED OF HERO

Platform | PC
Engine | Unity 6
Duration | Ongoing
Team Size | 1
Role | Solo Developer
Responsibilities
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Developed Combat System.
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Designed AI using FSM (Finite State Machine).
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Developed Signature Moves.
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Documented Playtesting.
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Implemented UI, Audio, and key combat mechanics.
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Developed Level for testing outside of Greyboxed area.
Overview
Building this in the Unity Engine. Universal Warriors is a game where the focus on combat is just as emphasized as the focus on story.
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The game follows the story of a young boy named Jaiden who is caught in the middle of a public social government experiment gone arrawy. He is captured, released and then soon sent away by his mother so he wouldn't be exposed to the eventual coup that would ensue in the later days.
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During his time away at his boarding school he is taught to fight and use his powers as he eventually transitions from a boarding school student into a well trained mercenary.
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Once he is of age his is assigned the task of return home and stopping the same radical military agency that was the reason for him being sent away in the first place.
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This story of Universal Warriors is one part thriller, one part action suspense, one part "Whoa". Set in a future cyberpunk environment the world is just as amazing as the story itself.
Features
Combat:
The combat in Universal Warriors is inspired by games like Sleeping dogs, nier automata, Devil May Cry, Assassins Creed 3 & Shadows, Dragon Ball Z: Kakarot and way too many others to name. In these early iterations I worked on making sure the combat was functional and easy to execute. Using a Finite State Machine and scriptable objects I was able to create a scalable combat system that another Designer maybe able to come in and change things around if needed.

Counter Attacks:

I wanted to give the player some defensive abilities as well. In this case in the form of a counter attack. If timed correctly you can punish the attack by performing one of your own.
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To initiate the counter attack you must block the attack within the parry window and right before the attack hits you. Depending on the attack that was countered you will counter differently. This was fun as I also had a lot of animation in my assets to pull this off nicely.
Signature Attack:

Every hero needs a signature attack. Our hero has one as well. It's called Dragon Rush! He strike's his opponent with a heavy gut punch then starts to deliver a series of attacks. This one move was challenging in particular because I wanted it to be a QTE type of move similar to Batgirls Beat Down Momentum attack in Gotham Knights.
The challenge first came in the form of initiating the move. Where it would set off a flag if it connected with an enemy. Unlike with normal light or heavy attacks this one would only continue if you hit an enemy.
After I solved that problem the next thing I had to do was figure out how to help the player by prompting them to continue pressing the attack button during the attack. I opted for using a coroutine as it seemed the most feasible to do so.