Inspiration
The project had a lot of inspiration from Kaiju themed media and the Pokemon series. The idea raising and training a character and watch them evolve and get bigger and stronger over time. Each of the mini-games were partly inspired by different elements of Japanese culture and media.
For example, the home crusher mini-game is inspired by the Kaiju themed media trope of blocks of buildings getting destroyed by Kaiju. Pokemon Black and White was an inspiration for the 2.5D top down style that we went with for the open world section of the game.
What it does
Kaiju Fighters functions as a casual RPG style game. You play 3 mini-games to improve your Kaiju's stats to fight the hometown rival Knightro. The House Crusher mini game improves attack, Dance Dance Kaiju improves speed, and Swift Sushi improves defense. The game presents as a both 2D and as a 2.5D game, where the open world segment that allows you to walk between game-modes is a top down 2.5D, while the mini-games and final battle is rendered in 2D.
How we built it
We built Kaiju Fighters using Unity as the game engine. The programming language that is used in Unity is C#, we also used Aseprite to create the sprites and assets used in the game. We use GitHub to help manage files and version control.
Challenges we ran into
One of the biggest struggles we had was in regards to merge conflicts when trying to combine the different sections of scenes we each were working on, we had to look through each error and work out which scenes were conflicting with each other. Project scope was another challenge we had to deal with, there were a lot of features and content we wanted to add, but had to drop due to time constraints. Most of our team was unfamiliar with Unity, so there was an initial learning curve we as a team had to go through to learn the ropes of unity. Once we got our bearings with Unity the speed of our work exponentially sped up.
Accomplishments that we're proud of
As a team we are proud of the originality of the project we created, we incorporated different elements of different games from different genres to meet our goals. The 2.5D top down style with the 2D game-play is something we are very pleased with the outcome of, it adds to the atmosphere of the game being a RPG. It creates a feeling of there being a bigger world we could later expand on.
What we learned
Our team got familiar with Unity as a result of this project, we learnt what some of the common issues and roadblocks that could happen when working with a larger team in terms of things like merge conflicts with scenes. We learned how to import assets and implement them into our project with Unity and how that would work with Aesprite.
What's next for Kaiju Fighters
- Implementing more towns/locations the character can explore after they defeat the hometown rival Knightro, so they can find more duos to compete against in new locations, with new ways to train.
- Implementing multiplayer, the player would be able to compete with other players from around the world with their Kaiju.
- Implementing more complexity in the fighting system , more abilities, more move-sets and the possibility of using items.


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