top of page

Medway Fighter

About:

Medway Fighter was a game developed by myself and an art lead. The game mirrored a lot of the core components from Street Fighter with a basic Story, Player vs Player and Player vs Computer modes included. The project was also funded by the UK Shared Prosperity Fund.

Project Details:

                Role

         Programmer

                Team Size

                          2

                Time Frame

                    3 Weeks

        Game Engine

        Gamemaker 2

   Genre

       Arcade Fighter

Introduction:

Tasked with developing a game prototype over 97 hours, I created and designed all the core mechanics for this Street Fighter parody project. Having never developed anything like this before, I had to learn a whole new range of skills from fighter AI to player combo attacks.

Character Movement:

Taking inspiration directly from Mortal Kombat and Street Fighter, combat took place on a 2D plane which allowed for simple movement left and right alongside jumping. This was handled by minipulating object positioning based on which key was pressed. Characters were then followed by a camera game object based on if they reached the corner of the screen

Arena UI:

Much of the UI is again focussed on imitating Street Fighter and the other typical Fighter games, health being displayed on a bar for each character and updating in real time based on damage. This is also accompanied by a timer which declares the winner based on who has the higher health.

Character Combat:

During development, I created a database which held each characters set of variables such as Health. Name and Damage dealt with attacks. These were used to create a series of combo attacks based on custom combinations used per character, resulting in a ranged projectile and melee attack combo.

Much of this was achieved using Macros which held the most important data.

image.png
image.png

Selection & Pre/Post Fight UI:

One of the goals of this project was to have dynamic UI based on characters chosen, this meant having pre-fight screens influenced by character selection. Much of this was achieved through the use of the database and Macros to determine which character was chosen. During the pre-fight screen, the player was also able to determine if it was Player vs Player or Player vs Computer.

Greatest Challenge - Computer:

Throughout this project, my biggest worry initially was developing the AI computer for the player to fight. The AI was always intended as a stretch goal but through making use of States and cooldowns, I was able to develop a very basic AI which rounded out the demo.

image.png
image.png
image.png
bottom of page