Koppun-50

Koppun-50 is a 2.5D action-shooter 50-person battle royale platformer developed under DigiPen Institute of Technology from Sep 2023 – Apr 2024, with some additional development from May 2024 – Jun 2024.

It’s also published on Steam with a 93% positive rating!

  • Regularly updated & consulted design documentation (GDD, ASF, balancing sheet), as well as documented all C# code and other software tools to implement and revise ideas fully
  • Further analyzed and refined the game for balance and user experience through user research of having at least one new person play-test the game roughly once a week
  • Created & implemented sprites using Piskel & Unity’s built-in animator

Overview

The general idea for Koppun was as “Mega Man 99,” or “Mega Man Battle Royale.” It was this concept of stealing the unique weapons of your opponent that would lay the groundwork for what Koppun would become. Throughout development, I also learned quite a bit about how Unity works, allowing me to drastically improve the game’s performance, as well as creating a 2.5D environment that relies on 2D components.

Koppun-50’s Trailer

Koppun-50 Gameplay Screenshot

Game Systems & CPU Players

My main goal for Koppun was to make the game super replayable due to the wide variety of weapons both the player and enemies use, and I believe I succeeded in that regard!

  • Implemented reusable C# scripts that allowed for efficient implementation of 51 unique weapon types
  • Created complex character controller C# script that allows for both player and enemy AI input, as well as enabled the easy implementation of AI difficulties in the enemy AI script

Inspirations & Innovations

Koppun, as a platform shooter, of course takes inspiration from a lot of classic long-running game series. Fortunately, I had a lot to work with in the way of good bases to work off of and a lot of ideas on how to make those ideas fit the game’s format.

  • Iterated on game systems found in Celeste, Mega Man, and Metroid to create an engaging & user-friendly player controller
  • Iterated on game systems found in Super Smash Bros., Kirby, Fortnite, and various “Hunger Games” modes in Minecraft to encourage environmental exploration and to create a fast-paced tempo where players would constantly encounter each other

Koppun-50’s Full Map

Balancing Spreadsheet

The balance spreadsheet details all of the weapon properties, as well as calculates their effective dps. There are two pages on it, showing the “before” and “after” of balancing for showcase purposes.

  • Created & maintained multiple complex damage calculation functions
  • Balanced spreadsheet values to meet design goals

Hats!

Funny enough, people on Steam actually really liked the hats, moreso than I was expecting. Really, I just put these in for player customization (because it was somewhat easy; just plop down an extra SpriteRenderer as a child of the main sprite), but I realized later on that they were actually a fantastic tool for replayability if I had these all be unlockable when completing a game.

Oh, and of course these things are chock-full of copyright-neutral references, some of which are to other projects I’ve made!

Koppun-50’s Hats Menu

Koppun-50’s Development Showcase

Build Archive & Development Showcase

Once a week, I uploaded the current build of the game to my Google Drive, both for archival purposes, as well as eventual access to them for when I updated the Development Showcase video.

The build archive can be found here.

Scripts

This is if you want to look at the code for reviews and whatnot. The most impressive ones are in the Player folder, especially the polish around PlatformerController and CPUInputter.

The scripts folder can be found here.

Download

I mean you should probably get it from Steam, but if you want it straight from the souce…

The downloads folder can be found here.