Rayman 3: Hoodlum Havoc - Combat Remake

A small prototype I made a while back where I tried to recreate the combat from Rayman 3: Hoodlum Havoc.
Featuring a custom "multi-target" powerup to create some satisfying chained attacks ;)

Short Summary

This small prototype was made for an assignment during my study at HKU.

We were tasked with spending a maximum of 8 hours honing our game development skills on a project of our own choosing. I decided to remake the combat from one of my favorite childhood games: Rayman 3: Hoodlum Havoc!

Rayman3

Rayman 3: Hoodlum Havoc

Rayman 3 was one of the most influential games of my childhood. It's one of the earlier games that got me into gaming in the first place and fueled my passion for movement-based combat games.

Rayman's helicopter hair, grappling hook hands and of course the "hand-to-hand" combat mechanics I chose to recreate were my first introductions to more stylized game mechanics that focus on satisfying gameplay and player feedback rather than realistic physics and combat.

Recreating the combat brought me on a nostalgic journey back into my childhood, where I revisited the game and researched it's underlying systems to try to remake it as accurate and, perhaps even more important, as satisfying as possible.

Rayman Hands

I started by making the effect of charging up the hand and the ability to shoot if off into the distance. I simply rotated an empty GameObject with the hand attached to it as a child with an offset. I added a simple trail renderer to create the effect of it winding up.

When the player releases the button, the hand shoots off and returns after a certain amount of time. After this I added the targeting ability to be able to accurately hit the enemies, which in this case were some unfortunate blue boxes ;)

Rayman Strafe

Another great feature of the game is that you can strafe while targeting an enemy to curve your shots, allowing the player to hit enemies behind a barrier. It's an iconic mechanic that I was excited to recreated using bezier curves!

In the game you also have these different coloured powerup cans that change Rayman's combat behaviour. I decided to add my own powerup that allows the player to switch between targets that are close to each other and "mark" them to be hit. If the player then throws a punch, it goes to the current selected target and chain-hits the other marked targets in sequence.

Rayman Attacks

It ended up looking a little something like this!
Be sure to check out the video above to see the full prototype! :)

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