Steven Kastelec
Game & Systems Designer
About
Double Edge is a momentum based melee game. Players use their robotic arm to reach higher places or cross large gaps. The grapple can also be used to hurl yourself towards enemies to deal damage.
The biggest challenge that arose from this project was designing a melee game despite not really knowing how to. This made preliminary research a MUST and over a couple days I looked into games like Chivalry, For Honor and God of War. Chivalry had a really good video on how it deals with damaging players and became my main inspiration on the project.
Made in:
Unity
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My Role:
Combat Designer, AI Designer, Programmer
After some preliminary research I moved onto designing how to execute attacks through diagram creation. These really helped me map out the step by step process of the combat system. I came to understand when players inputs should/shouldn't be feasible, when animations should play and when damage opportunities arise. I also got a chance to conceptualize enemies that could fit well in context to the game. However, due to a short time span and my duties being primarily in the combat design, I only really got to expand on one enemy type.

Early visualization of the sword swiping attacks. this allowed me to plan player inputs, animations and damage timing.

Another core aspect of the swords were the ability to throw, recall and transport to them. This system was a lot more complicated and went through a lot of iterations but helped so much when I started programming it.

This was a quick diagram to illustrate the difference between the melee character and turret character.

Early visualization of the sword swiping attacks. this allowed me to plan player inputs, animations and damage timing.
Moving into the prototype stage I started executing on a lot of the plans. The original design had two swords that could swipe attack, be thrown and recalled each. Clinging to a appropriate surface would allow the player to quickly move from one point to another. I also got a chance to begin the creation of a melee enemy type. I designed how it would patrol, detect players, and deal damage to the player.


Early designs had the player wielding two Swords that could swipe, be thrown, recalled and teleported to. Only certain walls could actually handle being teleported to and this was an early test of that mechanic.

later in development the swords would be scrapped in favor of a "grappling" hand. A lot of code could be reused which was good, but combat needed to be totally overhauled.

When the swords got cut, damage came through grappling enemies and rushing towards them. This was an early test of the new combat.

Early designs had the player wielding two Swords that could swipe, be thrown, recalled and teleported to. Only certain walls could actually handle being teleported to and this was an early test of that mechanic.
Looking back on the project, the thing I took from this most was the power of research and documentation. I literally knew nothing about melee combat systems and doing the research into games like Chivalry and God of War really helped guide me in this process. I also began realizing the power something like bubble diagrams could offer. it helped me really visualize the systems at work. This was especially helpful for AI to understand how interconnected some states can be and understand fully how my enemies think.



