Project Overview
TapKO began as a game jam project that was later expanded and prepared for release on the Halfbrick+ platform.
My role focused primarily on implementing gameplay systems that supported the boxing mechanics and allowed designers to quickly iterate on combat features without needing additional engineering work.
After the initial development phase, I also helped coordinate bug fixing and stability improvements to ensure the game could be released in a stable state.
Key Contributions
- Implemented a flexible skill system for player abilities
- Designed the system to allow designers to add new skills without code changes
- Created a knockdown system supporting combat interactions
- Developed gameplay systems supporting boxing mechanics
- Worked closely with designers to ensure the systems supported rapid iteration
- Performed bug fixing and stability improvements before release
- Coordinated a small team of developers during the post–game jam polish phase
Skill System
The skill system was designed to be flexible and designer-friendly. One of the goals was allowing new skills to be created and added to the game’s UI without requiring additional programming work.
By structuring the system around reusable gameplay components, designers could add new abilities or tweak existing ones without requiring engineering changes.
This allowed the design team to iterate quickly on gameplay balance and experiment with new combat ideas.
Combat Systems
In addition to the skill system, I implemented the knockdown system used in combat encounters.
This system handles the logic around player knockdowns and recovery, ensuring combat interactions feel responsive and consistent.
These systems worked together with the rest of the combat mechanics to support the overall gameplay loop.
Team Coordination
Following the game jam phase, I helped coordinate a small team of three developers responsible for bug fixing and stability work.
This involved managing priorities for the development day, ensuring the most critical issues were addressed first, and keeping the team aligned with the release timeline.
The goal was to ensure the game could be released on time and in a stable state for Halfbrick+.
What This Project Demonstrates
- Gameplay systems: Implementing combat and ability mechanics in Unity.
- Designer-friendly architecture: Building systems that allow designers to add new content without engineering work.
- Team collaboration: Working closely with designers to support gameplay iteration.
- Leadership: Coordinating a small team during the final polish phase.
- Production delivery: Preparing the project for release on Halfbrick+.