The making of Aurion KGF (Part 5) : Newton’s third law

The making of Aurion KGF (Part 5) : Newton’s third law

It's finally Thursday!! Last week we were talking to you about the stress of the missing link, we left you on one hell of a suspense. You're dying to know what we found, aren't you!? ... Here is the rest of the story.


Particle collision ?

So we have just had the "eureka moment" in front of the PC of Yves, the Gamedev lead. It happened when we had a “collision bug” before our eyes.


When a hero inflicted an attack on the enemy, the latter did not feel the impact (even if he had lost health) and attacks in turn, and vice versa. Hero and enemy were hitting each other simultaneously with their health bar decreasing.


In a video game, it is accepted as an almost religious law that an enemy's attack must always cause a "Damage" animation. Normally this bug that happened in front of us should have been a "blasphemy", but nevertheless...

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(collision between Enkwo and Ngarba)


Little Pause (DBZ music “we gotta power” intro). You know that we are big (VERY BIG) Manga fans.


And especially big fans of epic boxing anime like “Ippo”. If you watch a fight in Ippo what causes the feeling of "epic fight ?" ?...


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( Simultaneous blows Exchange in Ippo)

The Blows Exchange !!!

In a real fight, the fighters don't hit each other "in turn" politely. They brawl each other a little more “chaotically”, each trying to place blows when he can, whether he is taking it or not. It’s almost written into our muscle memory and our DNA.


If you think about it, it's even one of the key elements that makes Spiderman's fights so special compared to other heroes : He gives us the feeling of "organic chaos", of a fight with reflex, nerve battle, etc.


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(spiderman in a chaotic fight)


Our Aurion KGF had to make the player experience this epic and explosive feeling of the exchange of Blows. And the bug had just shown us the way.


The task normally would be complicated (it would have taken months), but we had a major asset with us : our game engine, ''the Astral Engine''



The engine that started it all

Designed since 2007 (we are at the 4th version), based on the Unity engine, our engine is the tool par excellence for staging collisions in an almost perfect way (without boasting of course).

In the world of video games, mastering collisions for anyone is a headache, but at Kiro'o we have 16 years of experience in the field, in other words, collisions are our business.


Thanks to this engine we can adjust the staging at each collision depending on the person who is hit, the timing in the fight, and a slew of other parameters.



We had found the missing link! But the epic intensity of the exchange of blows was not going to be enough.

It was also necessary to bring to the players the feeling of strategic battle of nerves like in a clash of domain expansion in Jujutsu Kaizen.

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(Battle of domain expansions in Jujutsu Kaizen)

Head to the stars

Once it was done, the feedback from the beta testers was quick to come, they loved it!! Some were playing more than 20 games without stopping with this new gameplay. We had succeeded in our redesign… in part.????


The game had become epic, strategic, rhythmic. But we still had to allow the player to enjoy it. Remember the focus problem? It was still present.

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(The "notorious" focus problem...??)


This time, the solution would not come from a technical prowess, or a bug… But from a pure, a deep moment of humanity...


To be continued next week...


To not miss anything from this epic story, find the continuation of the Making-Of “Aurion KGF the beginning of the end” next Thursday.


Come and experience the progress of the work in real time and also discuss with us on our?Discord discussion forum.


Aurion is an awarded crossmedia Fantasy Universe with epic combats and one of the best story about changing the world.?

To discover our universe in games and graphic novels, and get 3 free volumes,?Click Here?

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