IAN O'FLAHERTY
GAME INFO
ROLES & RESPONSIBILITIES
ScrapShift is a third-person hack'n'slash game that focuses on smooth and stylish combat. The player uses two magnetic gauntlets to crush their enemies and build up scrap. The player can use this scrap to form a variety of weapons that will help Kaila rise to the top and defeat the gang who took her grandmother.
This project is for one of my core modules Team Games. in which I work in a team of 4 to design and develop a game over the academic year. We are looking to take this project further with Tranzfuser.
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Core design
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Designing game systems and mechanics
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Designing a complex combo-oriented combat system
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Creating and maintaining a Game Design Document
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Lead Programmer
Type Of Game: Hack'N'Slash|3D Platformer
Roles: Designer / Programmer
Engine: Unity C#
GDD
NUMERICS
ITCH.IO
DESIGN PROCESS
why we want to make it
The idea takes inspiration from RoosterTeeth's RWBY. I loved the concept of weapons with multiple uses, not only for attacking but moving around as well. We felt this was a really cool idea and eventually landed on the concept of magnetic gauntlets in this Scrap-Land environment.
The game takes big inspiration from popular Hack'N'Slash games like the Devil May Cry series or anything from Platinum Games. Another massive inspiration comes from Studio Trigger animes. I am a huge fan of both of these things, so the idea was an instant hit in my eyes.
DESIGN PILLARS
FLUIDITY AND FLOW
Design choices aim to keep the player focused so they can perform at their best.
COMBO CREATIVITY
We want players to be able to use the depth of our combat system to discover combos. We often spoke about 'Neon White' being a sort of gateway for people into speedrunning. This game aims to be the equivalent of its genre, making everyone feel like a cool combo master.
WASTELAND OASIS
ScrapShift takes place in a bold, colourful, Scrapland city that combines the favelas of Brazil with the Australian outback.
LARGER THAN LIFE CHARACTERS
With Studio Trigger being a big inspiration, we want characters to be over-exaggerative not just personality-wise but through gameplay. Their attacks and abilities have wacky inspirations and don't follow conventional weapon tropes.
workflow/process
Our team would have two meetings a week. One was to discuss our weekly goals and plan for the week. In the next meeting, we would take how we've progressed and collaboratively bounce ideas off one another.
Working this way allows us to have our own input on areas and still make sure that we produce the best thing possible by running it by each other.
We've used Scrum methodology for this project, using the software HacknPlan to track our tasks.
FAVOURITE FEATURES
My favourite system has to be the Scrap Shift system. It was the role I was in charge of and I enjoyed coming up with unique Scrap Styles / Scrap Shifts. With our Trigger inspiration, I wanted to stray off of conventional weapons and look towards wacky inspirations (One of the weapons takes inspiration from a Slinky).
Another great feature I enjoyed working on was the Armour Types. We again wanted to try and see how far we could go with crazy armour types and came up with some cool ideas. My personal favourite is the Ego Armour, where the wearer's ego shatters whenever they miss an attack, depleting their armour.
Please note that this project is still in development so these gifs/images are all WIP :)