A downloadable Third-Person Fighter for Windows

This is a prototype for a third-person fighting game.

The purpose of this prototype is to demonstrate the movement system which drives all player interaction. The movement system is designed to allow players precision and speed while navigating a vertical platform environment. It is based on a number of mechanics from shooting, fighting, and action games which give players of any skill-level freedom of movement, while also opening up a large skill ceiling for those who practice.

The movement system is designed to allow the introduction of new play styles and mechanics, as characters are added to the roster.

Demo:

The demo currently features a training map, a character with a functional move-set, and a mini-game for players to test their skills. 

While much of the intended game is a work in progress, the movement system is fully featured and already allows for player experimentation and improvement.


Mechanics: 

  • Basic Movement: The character is controlled from the third-person perspective, with directional inputs allowing for horizontal and vertical movement. The player can walk, sprint, jump, and fall on command.
  • Defense: Dodging and blocking are the Players two main forms of defense. And they are a key part of the characters movement options as well. They allow for immediate and unpredictable changes of direction on ground or in the air.
  • Offense: Each character has a number of attacks they can perform, the availability of which changes based on the current state of the character. Whether you are standing, walking, or sprinting will determine which attacks are available. 
    Just like the defensive abilities, the players offensive abilities can be used to increase mobility and gain a positional advantage.

In addition to the moves listed above, most actions can be interrupted and combined with another. Below are a few clips containing examples of the many possibilities.


Gameplay Clips:


Clip A: The player uses a variety of attacks and movements to quickly dispatch some helpless targets.


Clip B:

  1. The player starts an attack and interrupts it with a jump. This allows the player to continue the momentum from the attack into the air.
  2. As the player touches down on the tower they immediately input another jump, allowing them to again continue their momentum forward and keep moving.

Clip C: Come at me balloon!
Demonstrating how to use some of the physics interactions to your advantage.



Download

This Third-Person Fighter is currently unavailable

Development log