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Mech Arena

Development

  • Role: Producer, Programmer
  • Team Size: 5
  • Duration: 3 weeks
  • Language: C# (Unity)
  • Platform: Oculus Rift

Contribution

  • Built a runnable fast prototype fighting scene for playtesting
  • Applied volumetric lights in the game scene and make it usable for Oculus Rift platform
  • Designed and realized the main gameplay of fighting, including the attack & defend logic, states switching logic, etc.
  • Designed and applied robots' energy loop in the game
  • Coded an animated shader for the shield in the game
  • Composed different BGMs to match different stages of one battle


Mech Arena is a game developed by Unity3d & C# on Oculus Rift platform.

In Mech Arena, guests stand in a cage-shaped aircraft that follows each robot. With the controlling panel on the platform, guests can make their robots attack, defend, and avoid traps on the ground.



The record of gameplay.



Shaders for the robots' energy shield.

Robot's state machine design. The Attack state is splitted into 3 phases: before, effect and after. The before phase can be canceled by players. When one player spread the energy shield, there is 0.1s time margin for "Perfect Guard". When one robot is hitted in that time margin, its opponent will get damage and get into a long stun stat (see the right pipeline above). The hard thing is to map the animated shader with the timing and synchronize the animation and particle effect in both sizes.



© 2019 Sun Xiangyu