HIGHLY
GRADED
BACKSTABBERS
Duel a friend in this fencing inspired fighting game with a sinister twist. You can only defeat your opponent by stabbing them in the back. Outsmart, dodge, parry and manage your stamina all to find a way to reach your opponent’s back.
GAME OVERVIEW
Backstabbers is a 3D semi-fast paced 1v1 arena fighting game with a clean cell shaded art style. Players must stab their opponent in the back while fighting in unique looking arena’s. Both contenders have a plethora of options to reach the opponent’s rear side like dodging, shooting and parrying. But keep an eye on your opponent’s and your own stamina. Running out of stamina will lead to a stun which is a golden opportunity for a back stab.
DESIGN GOALS
The idea of backstabbers is to create a semi-competitive fighting game with an unorthodox win condition where players must forge their own strategy whilst also being able to adapt their plan to achieve victory. We also focus on giving various kinds of tools for forging a strategy so that players can have more opportunities to express themselves when coming up with one. We aim to make the game as stylish and cool as possible so that players can have quick moments of excitement. We are also planning to create a somewhat competitive fighting game with a lower execution cap while also retaining the core principles of competitive fighters like Yomi, spacing, footsies, meter management.
DEVELOPMENT
Backstabbers was a 5-month long school project developed in Unity where I was the lead game designer, project leader, animation scripter and UI designer. We first started coming up with a concept and later then refined it to something we can work on. Not everything was directly set in stone and where only finalized during the development. During playtesting we thought of certain gameplay ideas that would change the game significantly such as increased game speed and different stamina systems. We didn’t want to throw those ideas, so we changed them to be the different game modes of backstabbers. Backstabbers wasn’t the first project where is assumed the leader role, but I still gained a lot of insight such as planning task for my team members, realizing game design concepts and communicating with team mates. The project itself was highly rated by our teachers for its idea, execution and feel, giving me a score of 80%.
DEVELOPMENT TEAM
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Sven Panes Robelo: Project Leader, Game Designer, Animation Scripter, Final UI Designer
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Robine Dumoulin: Stamina System, Roundmanager System, Perforce manager
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Seppe Roelandt: 3D Models, Camera System, End Visuals
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Cedric Kamermans: Player Script, Dome System, Shader Scripter
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Liam Hernandez Lucas: Audio, UI Prototype, Menu Prototype