FENCE FEAST

Fence Feast is a hectic party game that combines old fashioned medieval jousting with competitive serving.

Set in a 50’s american diner, players have two minutes to serve the most tables in a fast paced butler-battle for glory!

                Engine: Unreal Engine 4
Production Time: 2 Weeks
                   Team: 4 Designers
                              4 Artists

Fence Feast is a hectic party game that combines old fashioned medieval jousting with competitive serving.

Set in a 50’s american diner, players have two minutes to serve the most tables in a fast paced butler-battle for glory!

                Engine: Unreal Engine 4
Production Time: 2 Weeks
                   Team: 4 Designers
                              4 Artists

MY ROLE

Gameplay scripter & design, I implemented the core mechanics of the game composed of getting hit, dashing and throwing plates. I also worked with artists to implement & create four distinct player characters.

HITTING & GETTING HIT

The butlers function similar to bumber cars, getting hit knocks you away but leaves you just moments away from getting your sweet revenge!

To prevent your opponents from serving the tables, you’ll have to use your lance, hitting an enemy sends them flying, but hitting their plate also destroys it immediately, forcing them to go fetch a new one.

Getting stunned opens gate for timer to start ticking.
Stun timer loops until duration ends, enabling player to move and closes the gate.

STUN

Whenever a butler gets hit by a lance, they get knocked away and enter a stunned state. In this state, they cannot move but also are invincible to consecutive strikes for a short time after.

The stun duration is checked in update with a gate infront of it to not constantly run but is easily opened with a simple function call where both the stun-  and invincibility duration is specified.

DASHING

Dashing is a risk vs reward maneuver, it quickly launches you forward a short distance, but resets your velocity afterwards. This is to make you have to think twice before you use it, creating a dynamic where players will try to outsmart each other!

By dashing into an enemy you can immediately break their plate and it also allows you to pull off daring tricks like dashing past other players since it leaves you invincible for a short time.

 

Dashing into opponents breaks their plate and can be used to evade others.

Since we wanted the players to have these tiny mindgames between each other similar to actual jousting, I made it possible to angle the lance inwards or outwards. This gave each player a greater range and more options about how they attack and defend.

To give the lance more purpose, I made the direction you dash the same direction your lance is pointing. This addition increased the intent of when and how you decided to dash.

Dash Blueprint
Lance Rotation

THROWING

If you’re in a hurry when the time is running out or a competitor is chasing you down, you have the option to bet it all in a hail marry plate throw!

By throwing, the plate becomes physics simulated and sores through the air. The plate keeps a reference to the player it was thrown by so it can give score to the correct player and the customers praise your excellent pitching skills!

A plate being thrown and a customer giving the player some praise

Throw Function
Character models, all with different colors and patterns

FOUR PLAYERS

To give each robot some personality, they were first seperated with color schemes. However, due to color blind players having trouble differentiating between them all, we made them more distinct through adding unique hats and patterns on their bodies!

Each player is given an ID that differentiates them from each other. Among several uses, it’s applied when they spawn as an index to find their correct materials in an array.

Player Spawn Function
Set Material Example