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Brawler - Kotaro's Revenge

Isart Digital

 

3 months

2022


Unity

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Team Project

In this highly mobile brawler with a cyberpunk vibe, use your grappling hook to navigate the city and stay one step ahead of your opponents in your quest for revenge.

Concept Development

  • The concept of the game around a nervous and fast game centered on the use of a grappling hook was the point of origin of the concept. However, the project initially started with the idea that the grappling hook would have different effects depending on the target, attracting the playable character to physical objects, and enemies to the playable character.
  • However, after testing the concept, it seemed too difficult to grasp, and the concept of the grappling hook only allowing you to close in on enemies ended up as the game's USP.
  • This resulted in a new issue, mobility difficulty -other- than getting closer to enemies. The dodge roll system was the answer to this problem and, by its invention, will be responsible for the combat loop based on AOE attacks to avoid.

 

Used tools

  • During the design of this project, Discord was our main communication platform, while Trello was used as the main organizational tool.

  • We have also used Git, through the app Forks, for handling the different branches of our project.

  • The project was created onUnity, using a mixture of Visual Scripting and of C#.


Items I worked on

  • During this project, my main role was the enemy design and programming.

  • Other than electricalbasic elements in programming enemies in a game such as this, I particularly worked on the ability of enemies to communicate together in order to surround the playable character, and attack in rhythm, as well as the ability to adapt their pattern depending on the number of them remaining.

  • The modular pattern system was also a creation for these enemies that I worked on, using Scriptable Objects containing each attack that will then be listed.

  • I also worked on the game's music system allowing the in-game music to adapt to the situation.

  • Following this, my work was mainly centered on the Quality Control of the game, serving as a QA tester.

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Encountered difficulties

  • The main difficulty in the development of the game will come out in particular on the presence of physics and animation bugs, in particular related to the use of the grappling hook, which were present during a majority of the project before being able to be resolved.

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What I learned

  • Being our first group game on which we had to work on the game programming by ourselves, Kotaro's Revenge allowed me to enhance my programming skills that I had developed during the creation of Mechanic Memories. In particular, it allowed me to learn more about the use of Scriptable Objects and of modular systems.

 
 

MEMBERS OF THE TEAM

Game Design

  • Maxime Brunet

  • Vincent DUPONT DE DINECHIN

  • Theo MAILLY

  • Basil HUBERT

  • Loic SAINTILAN

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game art

  • Elouan JOLY

  • Maeline AYME

  • Kevin RAKOTOMALA

  • Pauline XING

  • Romane SCALLIET

  • Pauline BRIFFAUT

  • LinkedIn

© 2022 by Vincent Dupont of Dinechin. Created with Wix.com

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