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Kaiju Battle: Image
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KAIJU BATTLE IS A SPIN ON CLASSIC BEAT'EM UP GAMES FEATURING JAPANESE KAIJUS

My duties as a Designer include:

  • Writing the logic and behaviour for all objects

  • Level design

  • Game Theme

  • Conceptualize Characters, Rules, Settings

  • Designing and implementing the mechanics

Kaiju Battle: Projects

BEHIND THE SCENES

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THEME DESIGN

The design intention of using Kaijus in a Beat'em Up game occured to me when I realised there aren't many games that use Kaijus. One of the main objectives is to bring light one of my favourite genre of games (Beat'Em up) and combine it with collosal Kaijus.

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WHY KAIJU?

Well, I grew up watching a lot of 特撮(Tokusatsu) shows like Super Sentai, Kamen Rider and Ultraman and was always fascinated by the design and theme of every episode, characters, monsters. As I grew older I get amazed by the amount of effort put into filming each scene.

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RESEARCH

During the development of Kaiju Battle, I took the opportunity to play all sorts of Beat'em up games, from classics like Final Fight to newer installments such as Scott Pilgrim vs The World: the game.

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DEVELOPMENT CHALLENGES

Using Stencyl was a huge pain in the ass due to the fact that tutorial or guides are almost non existent. There are still things that were made simpler using Stencyl such as not needing to code and the easy to use drag and drop system. Trying to apply certain basic mechanics from other games has shown to be the biggest challenge during the development process. This opened up my mind to understand the challenges the  developers faced during the age before Internet.

Kaiju Battle: Projects

ITERATIONS

Kaiju Battle: Text
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WEEK 1

The most basic movement and combat system were implemented before going into more detailed stuff. (health system, background, etc.)

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Things accomplished:

  • 8 way movement

  • Punch

  • Enemies Die

  • Player Dies

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WEEK 2

Fixed major bugs that caused the game to be unplayable​. Added Health bar system (not complete)


Fixes and Additional Features

  • Fix AI hitbox

  • Health system (Incomplete)

  • BGM and SFX

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Feedback​

  • Fix punching issues

  • Can't pickup Heart

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WEEK 3

This week I mainly focused on getting the core mechanics of a Beat'em up game to function properly before diving into other 'not as important' functions.

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Fixes and Additional Features

  • Health System works perfectly

  • Enemy Hitbox issues fixed

  • Background and Tiles

  • Can pickup Hearts to heal

  • Tracking enemy

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Feedback

  • Fix enemy hurtbox

  • Longer levels

  • More Enemies

Kaiju Battle: Projects
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WEEK 5

I added a point system for the game. Defeating enemies and destroying buildings gain points. As well as adding the game over screen with the players final points

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Things accomplished:

  • Point system

  • Game over screen

Kaiju Battle: Projects
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WEEK 6

Implemented a new genre into the game (Endless Runner). I added the basics of a endless runner game to set a foundation for upcoming weeks.

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Things accomplished:

  • Jump

  • Point System

  • Losing Screen

  • Coins

  • Enemies

  • Spikes

Kaiju Battle: Projects
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WEEK 8

Added new features to make sure the game has a winning and losing condition.

Dynamic difficulty is a new mechanic I was experimenting with and it turned out pretty good. Player can now shoot projectiles on the endless runner level to better fit with level 1.

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Gameplay for level 1 has been changed from a side scroller to static fighter (enemies spawn from left or right). This was done as I felt that the previous version felt like a forced method of merging game genres.

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Things accomplished:​

  • Fixed Point System

  • Lifebar

  • Dynamic Difficulty

  • Player Projectile

  • Level1 Side scroll to endless fighter

Kaiju Battle: Projects
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WEEK 9

Added a boss level after level 1. Implemented different attacks for the boss to make the fight more interesting. (Haven't added invulnerability state for boss to prevent instant kill). Fixed enemy spawn in level 1. Added an enemy that drops bombs in level 2 (endless runner).

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A lot of early ideas had to be scraped off due to time constraints. 

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Things accomplished:​

  • Fixed Enemy spawn for level 1 (static)

  • Boss level after level 1

  • Different attack for boss level

  • Projectile enemy for level 2 (endless runner)

  • Enemy explosion effect

Kaiju Battle: Projects
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WEEK 10

Began to implement Stealth level. Worked on spotlight and patrol enemy mechanic.

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Things accomplished:​

  • Background for Stealth level

  • Enemies (Scientist, Spotlight)

Kaiju Battle: Projects
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WEEK 11

For this weeks build, I focused on fixing bugs from previous levels. Still trying to figure out how to fix stealth level.

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Things accomplished:​

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Boss Level:

  • Invulnerability for boss after getting hit

  • Fixed missile spawn issue

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Endless Runner:​

  • Bomberplane no longer gets stuck

  • Nuke now goes through floors and no longer stuck to each other

Kaiju Battle: Projects
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WEEK 12

For this weeks build, I managed to figure out how to spawn spotlights individually and kill off every few seconds. Patrolling enemy no longer despawns and now walks further so that players can progress.

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Things accomplished:​

  • Spotlight(enemy) now spawns without issues

  • Patrolling enemy no longer despawns

  • Spotlight amount increased due to fix

  • BGM for Stealth level

  • Alert SFX plays when enemy touches player.

Kaiju Battle: Projects
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