
DESCRIPTION
ONAR is a 3D fighting game developed in Unity, inspired by early PS1 classics like Tekken 2 and Battle Arena Toshinden. Released on Steam Early Access on August 1st, 2024 with a full release coming soon, the game is designed to be a pick-up-and-play experience. Unlike traditional fighters, ONAR contains a mechanic called "Depth Block" where if players can manage to predict an attack coming from the correct side and block it, it builds up the "Depth Meter" that increases the damage of the player's attacks. ONAR also includes a progression system in the form of belts which is determined by their progress in the Tournament mode. The higher the rank/belt, the more damage the player's attacks do depending on the progress of the "Depth Meter"
ROLE
Our small team consists of three core members, with occasional contributions from freelancers. My primary responsibility was coding, collaborating closely with the other coder/designer/director to develop most of the fighting mechanics, including the attack systems, an Inverse Kinematics system for correct feet placement and the AI logic. I also played a key role in translating design ideas into gameplay features and contributed to the overall game development. Additionally, I worked with the animator to implement animations and coded various UI elements, including creating their sound effects.
CHALLENGES
The biggest challenge in developing ONAR was that it was my first time working on a fighting game and my first major game project. Everything was new to me , and tackling such a complex genre required quick learning and adaptation, but it was also a valuable opportunity to grow as a Unity developer.
TECHNICAL
ONAR was developed using Unity3D, with C# as the primary programming language for implementing game mechanics, player controls, and UI elements and Audacity was utilized for creating and editing some sound effects
SCREENSHOTS



