Peng's Portfolio

Completed in 2023
Introduction
After working in the gaming industry for a while, I’ve gained some valuable knowledge and experience. I plan to leverage these insights to provide a more professional combat design demonstration. For instance, after completing a game design, I create a personal schedule, similar to how projects are managed within a company. In this schedule, I outline my requirements. The advantage of this approach is that it allows for effective project timeline management, helping to avoid potential delays.

Story background and inspiration
For this project, I decided to showcase my understanding of combat system design. While this is solely a combat system demo, I also considered its complete narrative, level design, art style, character, and boss design. The project was inspired by Bloodborne. The storyline revolves around a lord who intentionally spreads a plague to infect villagers, causing them to mutate and lose their sanity, becoming the lord’s weapons. However, after defeating the lord, players discover a deeper conspiracy at play.



The setting of the project is loosely based on the Glorious Revolution in England. The protagonist is portrayed as someone who has recovered from the plague. After recovering, they become physically stronger and gain new abilities. The monsters players face are inspired by Spanish conquistadors, characterized by their armor and use of firearms. I’ve developed the entire storyline, and if I have time in the future, I hope to turn it into a full game with a complete narrative, featuring 2–3 major bosses and possibly voice acting in the playable demo.
Combat Design: Documentation
In designing the combat system, I used mind maps as a tool. In my design, players can experience different combat styles by acquiring various weapons. For example, some weapons can block attacks, while others cannot but offer defensive capabilities. Certain weapons can even steal health, among other abilities. To me, the skills tied to each weapon function as interchangeable resources, akin to mechanics in some card games. Continuously strategizing to maximize the use of available resources forms the core combat gameplay of this project.

If you're interested in the design document, you can access it through this link:
Combat Design: Animation and ALS(Advanced Locomotion System)
In the entire combat system, animations play a crucial role and are one of the essential elements in delivering combat visuals. In many AAA games, motion matching is often used as the primary animation system.
However, since motion matching requires extensive motion capture data, I ultimately chose ALS (Advanced Locomotion System) as my main animation framework.



Learning ALS was quite challenging; I spent about half of the project duration researching or resolving issues related to ALS and similar animation systems. ALS significantly enhanced the character animations for movement, running, and attacks.
Building on this foundation, I added a feature where different hit animations are triggered based on the attacker’s position when the player or an enemy is hit while locked on. Similarly, blocking generates different animations depending on the location of the attack.
Combat Design: Weapon Change System
My weapon switching system is tightly integrated with the animation system mentioned above and is a critical component. Each weapon has unique idle, walking, and weapon-handling animations, all implemented through this weapon-switching system. I developed this system as a component, allowing any actor to utilize its functionality by simply attaching the component.
This system also includes weapon attack detection, hit effects, sound effects, and more, all handled within the same framework.
