Game conception and character conception.
Character toolkit design and implementation.
Planning and approving animation frame data, style, and posing.
Toolkit VFX design to enhance the impact.
Ability and damage balancing.
In the future, robots wipe out the entire human race and take over planet Earth. Very soon they get bored of having nothing to do and establish a fighting tournament. The tournament serves as a form of entertainment and also helps to decide the king of all the robots.
WHAT MAKES THE PROJECT UNIQUE?
Different types of characters, with fully animated abilities and sound effects.
Different types of battle arenas with unique environmental hazards.
Huge production simulation with tight deadlines.
'Galactic Rivals' is a fighting game designed by a team of 44 people - out of which 21 were game designers, and 23 were animators.
The entire game was completed from scratch within a course of 13 days as a part of a 'double intensive week' in our university.
From the team of 44, and from our initial design versions of different fighting game concepts, we divided ourselves into different branches of development groups which were inter-connected under a few heads.
In the huge number of 44 - I was given out my own team of 3, where we first worked on creating our character, then its moves, its animations, its special effects, and the rest till the final playable version of the game.
Later I switched to working on the game balancing team, where we discussed and calculated each character's statistics from their abilities to their game feel to finish and finalize the development of the project.
WHAT WENT RIGHT?
Followed a really smooth development process to make the prototype come alive.
Had to be really creative to make the character size metrics work with all the different types of characters available.
Getting to work with frame data, animation style, and posing for the toolkit of the character was very enlightening.
Robust communication between different teams was managed for better workflow.
Time management and implementation of the planned design was really good (pre-production to prototype).
WHAT TO IMPROVE?
M.U.G.E.N had certain limitations which we didn't know how to overcome of in our short development time.
The overall experience could have better polished.