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.

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. 

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.


Games Expo Link


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