DETAILS

Roles: Technical Design, Gameplay Design, UI/UX

Duration2 weeks

Team Size: 6

Tools: Unreal Engine 4, Perforce

ABOUT

Kitty Kicks is a team-based competitive party game where four kittens will face off in teams of two, playing football against each other in a downtown Hong Kong alley.

Use power-ups to get the upper paw of the game, and ultimately score the most goals to win the game.

RESPONSIBILITIES

GAMEPLAY

  • Player movement & controls

  • Ball physics

TECHNICAL

  • Multiplayer system

  • Player abilities

  • Hazardous objects

  • Score system & game timer

UX/UI

  • Scoreboard

GAME PILLARS

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competitive

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HIGH-paced

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Wacky ELEMENTS

GAMEPLAY DESIGN

CONTROLS

Our goal was to create a control scheme that was easily understood by only looking at a picture.

 

We decided to minimize inputs, while also making the scheme relatable to the players.

PLAYER MOVEMENT

The movement had to feel quick and responsive to connect with our pillar of high pace.

BALL PHYSICS

The ball movement had to be predictable for the players to foresee its movement, which is why we decided to simulate real physics.

TECHNICAL DESIGN

DASH ABILITY

Having too high movement speed caused a loss of mobility. I decided to add a dash ability which allowed me to lower the movement speed while staying true to our high paced concept.

PUsh/Tackle PLAYERS

Solution:

Whenever players run into each other, they will get pushed away in the other direction. Allowing the players to move more freely in clustered situations.

Problem:

Players tended to get clustered in the same area when chasing the ball. This was an issue since collision would make the players get stuck, which made the movement feel static and clunky. 

Further iteration:

I wanted to enable the possibility for players to utilize pushing each other away as a tactic. I decided to increase the force whenever a player dashes into another, which created the tackle mechanic.

hazardous OBJECTS

I wanted to make the gameplay more dynamic by adding a hazard that the players had to avoid, in order to force players to move around more

I also wanted the hazard objects to connect with our pillar of wacky elements.

WHAT I LEARNED

This was my first project at Futuregames. The most valuable takeaway was that I learned how to co-operate and develop a game together with a team in a simulated environment.

I also managed to develop a deeper understanding of how blueprints in Unreal Engine work, and how to manage files via source control.