Game Summary
Fump is a local multiplayer, arena brawler where the goal is to knock your enemies of the level using grenade launchers. Push them around with the explosions or blow up the ground beneth their feet, your choice.
Game Info
Genre: Arena Brawler
Players: 2-4
Platform: PS4/PC
Team size: 10 Members
Project time: 9 Weeks
Engine: Tengine
Contributions
Position: Co-lead designer / Lead Level designer
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Making a complete design from the ideas that our team had
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Creating the layout for all the games levels
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Adjusting the character values to create smooth gameplay
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Layout and flow of the menus
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Managing the team throughout the project
Quick Navigation:
Game Design
Initial Idea
As there was close to zero pre-production time for this project and that this was our first time working with the PS4, we decided to create a small game that would be easy to prototype and then iterate on it’s design.
Our team came to the conclusion that we wanted to make a local multiplayer brawler and as we had Havoc at our disposal we decided on physic based combat.
We went for range combat as projectile weapons interacts great with physics and also to make it easier on the animations and precision that is needed for melee combat. So the weapon that we could think of that has the most interesting interactions with physics was the grenade launcher. Alongside this we wanted to have an arena that would change during a match, grenades means explosion and explosion means destruction so we decided to have destructible terrain.
As soon as we had a prototype with two players and destructible terrain(floor). We found that pushing each other off was more enjoyable than lowering a health bar to 0.
Shooting mechanics:
Players can either quickly shoot a grenade with low initial speed or charge up each shot to increase the initial speed. However while charging the Player has to stand still.
Being unable to move is risky and especially if you’re on a tile that can get destroyed, so to increase the rewards from charging up grenades the player can instantly kill another player with a direct hit from a fully charged grenade.
Characters
When playing FUMP each player gets to pick a character. The characters all function the exact same and multiple players can select the same character.
To differ the players from each other as each player has to pick a unique color.
Level DEsign
When designing the levels for FUMP I had a few criterias that I tried to follow:
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The levels should promote some varied gameplay from each other
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It should be easy to navigate & understand the layout
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Cover for the players to use but not hide their character behind.
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Avoid height advantages as much as possible
Things you might encounter below:
Level 1 - Pirate Playground
The first level made for the game it it stuck with us through the whole production. It has a symmetric design to not give any player an edge right from the start.
Each corner of the map has a spawn point that is protected by a bouncy wall. These bouncy walls are placed to allow players to shoot around the middle area.
Level 2 - Litter Box Battle
This level is has a similar concept as the first one, symmetric with bouncy walls to shot around cover. The thing that differs is that this one has bouncy pads that can be used to lob grenades over cover without exposing yourself.
Level 3 - Crossbone Camper
This level uses the concept of “King of the hill” where players spawns on the left side of the map and right has multiple cannons.
If a player reached the right side he can claim the skull cannons as his and send a bombardment towards the spawn area. To balance it out a bit, the right side has little to no cover and most of the ground can be destroyed (Sand).
Level 4 - Drop Down Danger
This level is very open and can be perceived as empty, however the thing about this one is that most of the tiles on this one won’t respawn. For every tile blown away the map will get more difficult to traverse.
When all tiles that don’t respawn are blown away, the map will consist of four small islands and narrow parkour paths to traverse between those islands.