A downloadable game

Overview

The core concept of this game is to create a consistent, physics-based fighting simulation. Meaning that any action performed by a fighter will be consistent and believable in relation to the in-game physics system.

Physics

This is achieved using Unreal Engine's new Physics Control Component (PCC). The PCC enables the physical simulation of every bone in the character's skeleton. When an animation, such as a strike, is performed, the character attempts to follow the keyframe positions of the animation while adhering to physical constraints.

Hit Reactions

As a result, punches will interact realistically when they hit the opponent’s face, leading to authentic punch interactions, hit reactions, and ragdoll effects. Because the entire character is simulated, we can also create dynamic interactions with other physics objects, such as the ropes on the edges of the ring, enhancing the consistency of the player experience.

Strikes

I have developed a custom combination system that allows strikes to blend seamlessly into one another. This means that strike combinations do not need to manually animated but instead using parameters such as blend duration, blend function, and blend priority, we can create custom combinations from any set of strikes.

StatusIn development
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorMaccyGames
GenreSports

Comments

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The recovery animations for the knockdowns are so clean, the model rights itself so naturally

that’s amazing because that was what I was trying to learn for my game. Thank you!