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Combat Prototypes - A GameDev Content Cheat Code?

Writer: Josh Hardy
Josh Hardy
11 minutes ago
1 min read

I've recently been getting into some content creation for game dev. Part of that is sharing methods/techniques for developing some fun and seemingly complex gameplay mechanics from games, and demonstrating that they don't HAVE to be complex to implement, at least to get functioning quickly for small projects or prototypes. Getting it working in a full game with all its systems, complexities, and levels of polish that players want these days is a different thing altogether!


Anyway, I thought I'd share one of my projects on my blog to show some of the fun stuff I've been making. The one I'm sharing is a personal favourite. It also seems to have garnered the most attention on my socials, getting north of 500k+ views on Instagram. I think this highlights the gameplay audience aligns a bit closer with the demographic viewing Instagram shorts more than anything else. Note, this video is not the short-form video I made for my content, but a little showcase of the combat system.


Mechanics include:

  • Sword Throwing (Light and Heavy throw)

  • Slow-mo air time when aiming throw

  • Light Attack Combo (sheathed and unsheathed)

  • Heavy attack (sheathed and unsheathed)

  • Cinematic Finishers (sheathed and unsheathed)

  • Sprint

  • Jump

  • Sword special abilities: blink - to sword destination after being thrown; chaining - pulls in enemies nearby the sword and stops them from moving away for a short duration


Everything was made in Unity using C#.

Art and animations were a mix of assets and personal work.


 
 
 

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