This video highlights the combat systems I developed for Fallen Fate, our capstone project. Knockback, hit flashes, and visual effects were implemented to enhance player feedback and deliver a more responsive and polished combat experience.
Challenges
One of the primary challenges was implementing a reliable knockback system. Early issues stemmed from collision settings on both the player and enemy characters, resulting in inconsistent behavior. Through testing and refinement of the collision setup, I was able to achieve more consistent knockback results. Additionally, exposing the knockback force as an editor-adjustable variable allowed for faster iteration and balancing during development.
The Fading Path System is a custom gameplay mechanic that introduces a puzzle element to the boss encounter. Two separate path sets alternate between active and inactive states in a repeating pattern, requiring players to pay attention to timing and positioning while navigating the arena.
Challenges
One challenge during the implementation of the Fading Path System was integrating it with a level that I had not designed myself. To ensure the mechanic functioned correctly, I manually adjusted collision settings on several path sections. Since the system I made uses trigger events to pause the path cycle timer while the player remains on a path, accurate collision setup was essential for smooth and reliable gameplay.
Fallen Fate was my capstone project at Miami Dade College. I initially served as the Combat Designer, Combat Programmer, and Composer while the project was envisioned as a beat 'em up. As development progressed and the team shifted toward a top-down action-adventure game, I transitioned into a dedicated Combat Programmer role.
In addition to developing the combat systems, I was responsible for implementing sound effects, integrating music, and scripting camera behavior to support gameplay and presentation.