Bump your sumo friends or enemies off the arena to prove your dominance in this silly 1v1 battle. But be careful, you might just run off the stage.
With simple controls and abilities, players can outwit their opponent or brute force their way to victory.
Bump Bumo was my solo final 3 week project made in Unity for my Intro to Game Programming class. It was my second game made and first original game made in Unity.
The first challenge I had was how to map my controls. I knew I wanted simple controls and allow players to play on the same keyboard. This led to issues with figuring out how to make WASD work in a 3D space.
I decided to have the camera for both players always orient itself so that the characters are trying to look at each other. This allows for WASD and arrow key movement based on the camera's automatic rotation rather than having extra keys needed for turning around or adjusting your characters orientation.
My biggest challenge in this project was coding the mechanics to feel allow the player to feel like a sumo wrestler. My initial mechanics design for a sumo based fighting game was a push/charge, a block/dodge, and a counter. This would make a triangle of power that I could balance off of. 
These are gifs of these mechanics of a previous iteration of the game.
Charge (Left), Block (Middle), Counter (Right)
When initially coding the mechanics I made the charge too strong because it was spammable, the block was self-immobility meaning that the character using it couldn't be moved but could still counter while using it, and the counter was inconsistent in functioning as well as it being too strong or too weak. 
Current build charge and block mechanics. 
As shown in the gif above, they were both given visual updates so players know when a skill is being used. The block is now named "Stone Mode." which increases your characters mass slowing any movement. To balance it I made Stone Mode have a unseen charge up time and have a delay for any inputs after the end of Stone Mode so the opponent has time to punish a bad Stone Mode use.
I decided to have charge have a charge up time rather than a cooldown because this allows the other player to react and try to move out of the way since I coded the charge to disable the automatic camera turning. The move is still spammable, but because the camera will not realign you would likely charge off the stage if you did so.
If you have time, please click the link above to try out the game and tell me what you think.
Spring 2019
Bump Bumo
Published:

Bump Bumo

Bump your sumo friends or enemies off the arena to prove your dominance in this silly 1v1 battle. But be careful, you might just run off the stag Read More

Published:

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