|KNIGHT AND BOLT|

2D Side Scrolling Co-op Brawler

STATUS:  Completed prototype

DEVELOPMENT TIME:  One month

PLATFORM:  Unity 2D for Windows

Description

Knight and Bolt is a two player co-operative beat ‘em up game in which players take on the role of either a sword wielding knight or a medical robot to battle a series of robotic enemies.Set within a dystopian futuristic city controlled by artificial intelligence, one player controls a knight who uses strong melee attacks to defeat enemies while the second player controls a robot that keeps the other player alive and uses ranged attacks. Gameplay is fast paced and frantic, focusing primarily on combo and range based combat, healing based support, and co-operation between two players.

Roles

Systems design

Systems I designed include the movement, knight combat, robot combat/healing, and enemy behaviors. I also spent a significant amount of time tuning combat animations to get the most optimal game feel possible before the deadline.

One of the most significant systems I designed was the dual purpose healing pod that the robot uses.  I designed it to combat the fact that early testers didn’t enjoy playing a simple healer role. Instead of the healing pod simply healing the knight, it also explodes after a few seconds and damages any enemies nearby.

Early design doc of the knight knock back system. It was later changed ti 2 light attacks for a knockback instead of 3
The dual purpose healing pod in action
Original design doc for robot healing system

AUDIO DESIGN & IMPLEMENTATION

All of the audio and audio implementation was done by me, with the sound effects being created using layers from foley libraries as well as my own recorded source. Each sound was made up of at least two layers and was created with Ableton Live. I used some effects processing on most of the sounds, namely a simple room reverb to give them a sense of space, as well as pitch modulation and warping effects. A few of the sound effects (namely the robot laser blast) were created using several layers of the Xpand 2 synthesizer.

The gameplay music featured below was composed from scratch, while the menu music was reused from one of my other games (Freedom’s Silence) since it fit the theme of the menu. The gameplay music was  composed in Ableton Live using orchestral drum samples and Ableton’s Wavetable synthesizer.  When composing the gameplay music, I wanted it to reflect the contrast between the futuristic robot character/setting and the medieval knight character. The heavy, fast orchestral drum beat represents the knight, while the contrasting synth lead represents the futuristic setting.

 I used Unity’s built in audio engine for implementing the audio with a custom audio manager script that attached sounds to respective mixing groups in Unity’s audio mixer.

Programming

My programming role involved general programming tasks (basic movement code, audio game calls, etc) as well as implementing several of the animation transitions in code and adding extra game feel elements, such as the damage numbers that float above enemies when they are hit.

Team members

Jaymee Fulcher: Programming

Emmett Friedrichs: Design

Nicholas Kline: Art

Karl Lewis: Design/Programming

Austin Vine: Production

Nathanial WalkerProgramming