
Shieldmaiden Moba
Summary
A simple moba game focusing on gameplay animations
4 weeks 50%
Autodesk Maya Unity Visual Studio Code
Specifications
Goal
My goal for this project was to create a satisfying Moba System in Unity and implement animations from a previous Game Project.
Animations
While making the animations for the Shieldmaiden, I wanted to make them feel powerful and destructive.
She is a seasoned veteran… And a drunkard. So I wanted the animations to reflect who she is. Making her a fighter who fights with raw strength rather than technique.
Light attacks
Ranged Ability
Leap Ability
Warcry Ability
Strong attack
Slam Ability
Run Start
Stand Up
Run Cycle
Idle
Run Stop
Death
Process
I started by creating a new Unity scene and importing all the animations from Game Project 6 into the scene
After that I began setting up the state machine. This process took some fine tuning. But I was left with a satisfying result
The game functions using a navmesh to navigate. I decided to use a single plane as the ground. I did this to have as much time to refine player script.
Leap Ability
Light Attack
At first I wanted to add enemies, but I realized that would be way too time consuming, so I decided to spend more time making the attacks and abilities feel good.
Coding the features went smooth but was time consuming, I used a lot of google and asked som friends for help
The hardest part was creating the script for spawning objects at the right time. I accomplished this by using animation triggers.
At first, because of the time, I was unsure if it was worth the effort to create a system for spawning objects in the first place. After thinking about it I realized that it would add a lot to the feel of the animations, so I decided to implement it.
In game footage
Animation triggers
I wanted to add vfx to the Project, I realized that would take way too much time that I could be spending polishing other parts of the project. So I settled for spawning surfaces instead
Special thanks to Elias Örn for helping me set up VFX even though I did not have time to fully realize them
VFX that Elias Created for Spite: Threads of Fate
I had a really fun time coding and animating for this project, it was a ton of fun and I learned a lot.
If I could redo the project I would spend more time updating the animations rather than fine tuning code.
Credits:
Player Rig : Nat Petterson
Player Model : Christopher Blom
VFX : Elias Örn and Åke Sjögren
Props : Sejla Jahic, Hedvig Karlsson
Textures: Sejla Jahic, Hedvig Karlsson
Special thanks to:
for taking the time to help me with coding advice during times of frustration