Eternal Championship
Project Type: Team Project, Game
Team Size: 5
Development Time: September 2023 - Present
Genre: Platform Fighter
Eternal Championship is a class-based platform fighter, where 2-4 combatants compete in a series of chaotic deathmatches. In teams or free-for-all, battle in unique environments that change the rules of engagement.
Notable skills used:
• Mechanic Design
• Programming
• Project Management
• Balancing
Game Trailer
Project Contributions
Early development
Originally designed by Ben and me, after multiple discussions as to what we were going to develop. Deciding on a Platform Fighter we began outlining the game's main features.
Local Coop
I had a mantra that was repeated to the team and when pitching the game "If it's not a fun local coop game it won't be a good multiplayer game" This allowed the project to remain in scope when developing with a smaller team
Deathmatch
Quick-fire gameplay that allows players to jump in and play a few rounds fitting to many time schedules and not requiring a large commitment when playing
Class-Based
Each character has a Basic and an Ultimate attack. these basic actions were what was used as a basis to design characters. We wanted it to be easy for new players but with complex uses for advanced players
We later added a tactical ability which allowed characters to have a unique ability and something to use other than the Basic
I created this spreadsheet with the designers as a way to design characters and plan out all the variables needed when implementing them. I also encouraged every team member to create a character that we would strive to implement in-game, this was a great icebreaker activity for the team.
Character Controller
Using Unity's new input system to handle multiple players I began work on creating the wizard. He was a ranged character which is something I have created in the past so implementation would be quick. With most of the variables needed defined in the spreadsheet the transition from paper to programming was smooth.
This is when we encountered our first major hurdle. What kind of aim controls were we going to use?
Twin Stick (360 Control)
This is what was originally created, but during playtests many players were confused by it even when explained. Players found it challenging to get to grips with the controls and play the game without them getting in the way.
4 Directional
Having the player shoot only in the direction they are facing, with up and down having to be held using the movement stick to aim in those directions. This also lets players use either the face or back buttons for shooting. Players found this limiting but easy to understand, they wanted to be able to shoot in the opposite direction they are moving.
8 Directional
This was planned but heavily decided against as it felt like it would be a worse version of the 360 still needing both sticks and not solving any of the issues.
After many playtest sessions and discussions we decided on 4 directional.
Its easier for newer players to pick up
As a party game, we want new players to be able to pick up the game as quickly as possible. In all scenarios, people currently playing our game have short play sessions and we want them to get the feel for the game from the get-go
Players are forced to face opponents to fight
Making players have to get into the fray to deal damage and battle rather than just sitting back. When the players learn the game
Maintains complexity for advanced players
The use of blind spots, the environment and character abilities allow players to continue developing past the basic inputs
The characters
Nilrem
Ranged
Playstyle
Focusing on tactical defensive play using your primary to keep people at bay and shielding when they get too close.
This can be done in reverse to chase people using the growing super to take them down as they run
Primary Attack
Shoot a ball of magical energy
Tactical
A magical shield that blocks projectiles
Super
Shoot a projectile that grows over time
Sammy Snail
Ranged
Playstyle
This character is primarily about rushing down players using your roll attack to get in their faces and finishing anyone with your rapid firework.
Primary Attack
Shoot a cannonball
Tactical
Roll attack with a spikey shell (gives bonus armour)
Super
Shoot a firework missile
Dark Librarian
Summoner
Play Style
All about battling from afar using their books to attack. Shockwave your books to give them a boost and use it on players that are getting to close, knocking them into your chasing books.
If all else fails fly around the battle positioning yourself perfectly for attack.
Primary Attack
Summon a book that will track and damage players (3 MAX)
Tactical
Shockwave that can knockback players and books
Super
Grow wings and fly around
Funglor
Ranged/Summoner
Playstyle
You will control the battlefield as Funglor placing mushroom landmines and poison fields allowing you to follow up with your primary.
Primary Attack
Shoot a fungus projectile that speeds up over time
Tactical
Place a mushroom landmine
Super
Shoot 4 spore pods that create poisonous clouds
Dragon Prince
Melee
Playstyle
You have the basic dash as well as your flame dash to close the gap with players, using your flame dash second to get its damage off you can slash at players.
Use your super for players just out of reach to throw them off and knock them into more damage.
Primary Attack
Reflective slash, when timed right can reflect projectiles
Tactical
Flaming Dash
Super
Summon 4 fire orbs that circle you
Kaio Ky
Melee
Playstyle
Slow and steady or fast and dangerous, Kaio Ky's Red mask form makes you hard to kill so you can walk up to players. If players are too quick use your White mask form to rush into them dealing combo damage.
Use you super to further enhance your speed keeping you locked in on anyone
Primary Attack
Power Punch or combo punch
Tactical
Stance Swap (Speed & combo OR Slow & Tanky)
Super
Summon Lightning speeding you up and damaging surrounding players
Beastman
Ranged/Melee
Playstyle
The weakest character in the game when in human form, run away using your ranged attacks to keep people at bay until you have your super.
When in Beastmode it's their turn to run, chase them down and annihilate anyone unfortunate enough to be in your way.
Primary Attack
Tomato throw or Beastman slash
Tactical
Super Boosting Projectile or Beastman ground slam
Super
Transform into Beastmode (High damage mode)
Golden Gun
Ranged
Playstyle
When a round takes too long all players become the Golden Gun a character with a one-shot kill projectile.
Spam shots or try to line them up its anyone's game when it gets to this point.
Primary Attack
Golden Bullet
Tactical
Golden Bullet
Super
Golden Bullet
Test Area
Part of the character selection is a pre-game area where players learn the basic controls and mechanics as well as the characters they have selected.
In place of a tutorial, this allows players to get to grips with the game briefly. Learned players can also help newcomers through word of mouth.
With the removal of a conventional tutorial players can get into games faster and with the rapid nature of gameplay they can "Learn on the job".
All of this has been tweaked and changed through many playtests where we see players using this area.
Levels
Each level comes with environmental interactions to provide varied battlefields for each match. Throughout play testing, we tweaked and changed levels until they had the right amount of interactable features many of them focusing on just one feature.
Lengar's Dungeon
The basic level of the game includes instant kill crates when dropped on a player's head, ramps for angled shots and drop shafts for repositioning.
Frozen Mountains
Made entirely of ice the level is completely destructible leading players to fall to their doom. Unleashing a super here can rapidly destroy large sections of the level.
Battleship
A ship sailing in the middle of the ocean that's getting bombarded periodically by a blimp dropping TNT and missiles.
Swarming Caverns
Battle on an array of platfroms that when destroyed create updrafts for the player to navigate the level with.
Laser INC
This level changes based on the formation of the lasers which will damage players when crossed. Players can use the portals on the sides to help navigate the map and shoot through.
Nazratu
Press the buttons found on the sides to flip gravity knocking players around and into spikey objects. Watch out if the beehives are hit they will chase down and damage the nearest player.
Promotional MAterials
I was also tasked with creating all the promotional materials for the game including the trailer above.
With the promotional character art outsourced I began work on the logo of the game that would appear in all areas. The general shape and outlines first came to mind and I wanted to stretch sharp text this is also when we decided on the colour palette for the game consisting of blues, purples and gold reinforcing this epic battle look.
The trailer needed to sell the fast-paced chaos that is playing Eternal Championship and it does just that, the fast-paced music and quick cuts make the trailer intense and it shows a lot of information about the game that can be almost overwhelming but the game and its features justice.
Games Academy Expo 2023
Running a booth for the game with my team at Falmouth University's Games Academy Expo 2023. We had done hours of playtesting and balancing throughout development and this was by far the largest and widest range of players.
The overall gameplay and balance were met with positive responses by players, this was especially true for groups and younger age groups (5-16) where our game shined.
Credits
James Prowse
Contributions - Game Design, Producer, Lead Programmer, Pixel Art, Balancing, UX Design, Level Design
Alex Fonseca
Contributions - Game Design, Producer, Programmer, Marketing, VFX, Balancing, UX Design
Dylan Kamm
Contributions - UI Programmer, Writer, Balancing, UX Design
Kian Burt
Contributions - 3D Models, 3D renders, Balancing, UX Design
Roxanne Sadauskas
Contributions - 3D Models, Balancing, UX Design
Sophia Horton
Contributions - Promotional Character Art
Special Thanks To
Ben Robinson
Marlon Jennings