WU SHUANG 无双
ROLE | GAME DESIGNER & UNITY ENGINEER DURATION | 2 WEEKS TOOLS USED | UNITY, C#, MIDJOURNEY
Wu Shuang is a local split-screen fighter game using Xbox Kinect's motion capture.
Two players must fight to the death for their duties and desires. May the strongest survive. One player is the best assassin ninja trained under the Okami clan, and another is his opponent - the headmaster of the Izakaya clan who must do whatever it takes to ensure the safety of magic the cup noodles.
GAME CONCEPT
Different from the general game that uses the mouse and keyboard, this game uses the Kinect to capture the player's movements in the real world as the game input. By referring to existing Kinect games on the market, our team finds that allowing the player to perform large movements and emphasizing the timing of the movements can make motion games interesting. Therefore, to maximize the use of Kinect, we decide to make a multiplayer fighting game, and we give two players interesting reasons to fight - ninja and kungfu masters need to fight to the death for a cup of noodles that contains god power.
GAME mechanic
attack and block
Players can cross their hands to block damage and punches to the front to attack the opponent. The magnitude and speed of the punches will affect the damage of the players’ attack.
In order to give the player enough feedback on the attack, every time the player attacks the opponent, they can hear the sound effect and the damage value text will be displayed on the player’s corresponding screens. If the player's punching speed is fast enough and the range of attacking movements is large enough, then the value of the attack will be shown in orange color as the critical damage.
highlight photo
In order to give players a deeper memory of their combat experience, the game will show a highlighted photo of the player's combat at the end of each combat. The timing of taking the highlighted photo is when the players only have 1/10 health points left. This is the motion that the player will attack the opponent more fiercely, so the highlight photo will be more interesting.
ready scene and split screen
Before the fight, we want to make sure players all stand in the correct positions in the real world, so that they can be detected by the Kinect correctly. So we made a Ready scene where it requires both players to raise their hands in order to start the fight.
This design can also let players know which characters they are controlling.
Ready Scene
After the ready scene, players start fighting each other. We choose to use the split screen and first-person point of view, so players can see the opponent on their own screen along with their own arms and hands, and their own health bars are also shown on their own screen.
This makes the fighting experience more immersive, and the players can aim and punch the body part smoothly. Different body parts take different damages, for example, the head takes the highest damage but it has the smallest collider
Split Screen Fighting Scene
MY CONTRIBUTIONS
My contribution to Wu Shuang is designing the game mechanic about the different fighting gestures and taking highlight photos. I also develop the Kinect connection with Unity, combining the players’ actions with the 3d models, and building the end conditions as well as the player interaction with UI.