Yuguang Shi
Game Designer
Dragon Fight Demo
Platform:
PC
Tools Used:
Unreal Engine
Project Duration:
1
Team Size:
1
Role:
Game Designer,Engineer
Overview
In this demo, the main goal is to give players an exciting fight against a huge fire dragon. Players use simple melee attacks, and they need to dodge the dragon's big claw attacks and fire breath from the sky. The game is about quickly deciding when to attack and when to move out of the way. This makes the fight not only fast and fun but also a real test of how well players can think and react under pressure. It's a thrilling journey where players feel the rush of getting closer to beating the big dragon.
Project Design Goals
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Make Fighting Big Monsters More Exciting: The main idea is to make players feel really excited and on edge when they fight big monsters. We do this by creating scary and tough monsters that are hard to beat.
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Better Combat Feel: We use tricks like pausing the action for a moment and shaking the camera to make players feel more like they're in the fight. These tricks make each hit feel stronger and the fighting more real and exciting.
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Challenge Players to Dodge and Attack at the Right Time: The monsters will attack a lot and be very aggressive. This will test how well players can dodge and when they choose to hit back. It's about being smart and patient. Players who can quickly figure out what to do and react fast will do well.
Behavior Design
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The dragon needs to do two main things: walk around (patrol) and attack. When patrolling, it wanders around randomly or stays in one place, watching. This makes the dragon feel more like a real animal, not just a computer program.
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For attacking, I've set up two different ways it can happen: when the player is close or far away. If the player is far, the dragon uses long-distance attacks like breathing fire or quickly charging forward. This stops players from just staying away to heal up. When the player is close, the dragon uses its claws and tail to attack. But there's a problem with the tail attack that I still need to fix.
Behavior Tree

