Drunken Tavern Brawler - Reflective Statement (ARDN612)
Throughout the semester, I worked on “Drunken Tavern Brawler” for Studio 6 and ARDN612. Hence, this was a 45 points project. Harry and Ryan worked alongside me, but only dedicated 15 points each. Yet, I can proudly say this was the best project I have been apart of; the outcome speaks louder than anything else. The project taught me many skill and lessons in game development and team communication. Nevertheless, getting to this outcome was a very interesting journey.
During my last semester break, I spent a significant amount of time playing with and exploring Unreal Engine 4 as a tool. While scouring YouTube, I came across a tutorial on how to make a “Gang Beasts” like fighter (Medel Design, 2017). From here I started experimenting with physics assets. Then made this:
After making that I thought I could make a comedic ragdoll fighter, but while talking to a friend; she mentioned she was drunk and that gave me an idea for a Snapchat caption “Drunken Bar Fighter The Video Game”. This snap got a lot of positive reception, which motivated me to make the project a reality.
Initially, the project started off as a Gang Beasts(Boneloaf, 2014) clone. But, through play testing I realised that I wanted something a bit more original and different. Thus, I began to pivot toward a 3D arena brawler and want to make it emphasise the competitive; yet goofy nature I saw the players exhibit. Hence, I began to looking at mainstream product in this genre like Super Smash Bros(Bandai Namco & Sora Ltd, 2014); as well as hidden gems like Shrek SuperSlam(7 Studios & Shaba Games, 2005). Coincidentally, Sherk SuperSlam ended up being a critical factor in making the decisions and morphing the project, in the early stages.
Through the experience, I gained a lot of conceptual and project management skills. One of the most useful skills I gained from these departments was learning how to listen to and judge feedback. I realised that the most important thing to listen too is “Why are they saying what they are saying?”, understanding why something is being said will help one determine what is the problem and if it is essential. I could share many examples, where players were asking for specific mechanics or animations edits; which would have only been polish. However, upon reflection the best example I can think of was controlling the level of drunkenness or having that “unique aesthetic”. From face value both suggestions look like they will add a lot of value to the project. But, upon evaluation I noticed that they are not essential to the programs functionality and enter the territory of feature creeping. Moreover, controlling the drunken level would require significant programming done to the ragdoll and physics; currently I am using default values. Then will have to break the skeletal meshes into separate models, re-rig and animate all of those limbs. This entire element may take up to 6 weeks to do, with two working on it. The time span includes no research and accounts for code documentation to crystal clear and bugs to be non-existent. Speaking realistically this would strip development time by at least two-thirds, if we are lucky and a single problem is never faced. Then again there may be a way to fake it, but it would require a lot of time to develop. Basically, if we had succeeded in doing this the final product would have been an utter mess and the actually “game” part would have been half-assed.
On the technical side many skills and principals were learnt or underwent significant improvement. Firstly, I became a lot more aware of the system architecture of Unreal Engine 4. Where, it became easy to figure out how to expose certain variables. Secondly, I learnt a lot about Physics Assets, hierarchical rig and layer blends by bones in a skeletal meshes; where I now understand how to animate specific limbs and send messages efficiently down a chain. Thirdly, using a minimum area within a rectangle to control a dynamic camera smoothly (More documentaion: https://www.geometrictools.com/Documentation/MinimumAreaRectangle.pdf) (Eberly, 2015). Lastly, I have a much better understanding on judging task length.
During the project there were many occasions where I lost track of what I wanted to make. There were many occasions where I started turning this into a technical fighter and neglecting the intended audience. The reason for this was that I got more interested in looking at frame data and combo chains. Then again when one is passionate they can easily get carried away and lose themselves in their work. I could blame Tekken 7 (Bandai Namco Studios, 2015) for these issues, however it did assist in teaching me how to chain combos and structure fighting mechanics and make certain actions punishable, which led to me nerfing the jump.
In conclusion, I do feel like I cheated by doing very little research into drunken behaviour. But, at the end of the day; the fighter part had more importance and essential to the game experience. The drunkenness just acts as a selling point. However, focusing on the fighter part allowed for the project to get done; which gave me a project to look forward to working on after graduation.
References:
Medel Design. (2017, June 27). 😝 GANG BEASTS Fight Style - UE4 Tutorial + PROJECT DOWNLOAD [Video file]. Retrieved from https://www.youtube.com/watch?v=VV4kLV8DifI&t=2s&ab_channel=MedelDesign
Boneloaf. (2014). Gang Beasts [Video Game]. Double Fine Presents.
Bandai Namco & Sora Ltd. (2014). Super Smash Bros. for Nintendo Wii U [Video Game]. Nintendo.
7 Studios & Shaba Games. (2005). Shrek SuperSlam [Video Game]. Activision.
Eberly, D. (2015). Minimum-Area Rectangle Containing a Set of Points. Geometric Tools, LLC. Retrieved from https://www.geometrictools.com/Documentation/MinimumAreaRectangle.pdf
Bandai Namco Studios. (2015). Tekken 7 [Video Game]. Bandai Namco Entertainment.













