Rocket Wrestling Entertainment is a First Person Movement Shooter that combine rocket jumping mechanics with the bombastic world of professional wrestling! Players are equipped with a Rocket Launcher and special abilities called Takedowns which they can combine to create flashy and brutal Knock Outs. Players earn points by knocking out opposing players, with flashier beatdowns earing more points.
My role on the project was as it's creator, sole programmer, and lead designer. This was my first multiplayer game, and throughout working on RWE, I learned a great deal about coding for multiplayer solutions, and designing for player versus player gameplay where everyone in the instance needs to be able to have fun.
RWE at it's core is a movement shooter. Letting players fly free and fast is at the heart of the game, and every mechanic is built around said movement. As such, each tool the player has is designed be easy to pickup and use at a basic level, while having room for player mastery. However many movement shooter fans enjoy having complex, potentially unintended techniques that allow for individual skill expression, but sometimes those complex mechanics can make new players feel locked out of having fun unless they look up complex inputs and spend many hours not having fun trying to get a level playing feel.. Thus there needed to be a fine balance in accessibility while also allowing more dedicated players to express their individual skill.
This balance is achieved by adding an ease of use to simply use a mechanic, but hard to properly chain them together to perform complex maneuvers. Performing a Rocket Jump into a Slide into a Jump into a Wall Kick to maneuver safely requires enough skill that it differentiates players who just picked up the game from players who have played many hours, while allowing players to still pick up the game without having experience and being able to use all those actions effectively.
RWE is just as much about the wrestling as it is the rocket jumping. Early on in development I realized that Rocket damage would dominate the game unless other options were better and more satisfying. Early Takedown Iterations were very weak and thus players ultimately spent more time pelting each other with rockets. It made the game lose it's charm and identity. Thus I made a decision to make Takedowns more powerful, and make shooting opponents weaker. This came in two waves; the actual balancing, and the scoring mechanics
To balance the Takedown's as a better damage option, I made them all easy to follow up on and gave them heavy damage or crowd control. This meant that hitting a single takedown directly onto another player would often be enough to leave them dead to any follow up damage, or leave the player in a position where they are easy to land a second takedown onto them. In either situation the Takedown sets up players for fast kills that can be hard to escape from once caught. In contrast, Rockets often required 2-3 direct hits to kill another player, and were hard to hit due to the travel time combined with player mobility. This is in addition to the fact that shooting other players means that the shooter is not rocket jumping, giving up the core mobility tool to do so.
However Takedowns weren't just more consistent for burst damage; they also gave players more points! The game doesn't score based on raw Knockouts; it uses a point system. For each point of damage a player does, they will get points equal to that damage, scaled by the type of damage dealt. Rockets give 1x, Takedowns give 3x, and stage hazards give 5x. This incentives players to go for risky takedowns to get a higher score versus taking an easy knockout that would only yield a few points.
These changes yielded positive results in behavior, with players going for riskier plays to try and rack up points, especially when behind. This led players to focus on combo based gameplay and explore the potential synergy between abillities the game had to offer.
RWE is designed with symmetrical levels with hazards scattered throughout the level for players to use. This was done to make it easier to build art assets for the game while also keeping the levels simple and compact. Early on, the levels were designed with more space, but ultimately this was found to not be too fun as players often found themselves either searching for other players or struggling to confirm KO's due to it being too easy for players to escape each other.
The Ring is a map designed to act as an introductory to the game, while also acting as a default map for competitive players. It takes place in a sports arena, sporting minimal hazards while also having an abundance of cover and health packs for players to weave around. The map uses a multi tiered circular design, splitting players between multiple levels and sectioning the map off into quadrants using the bridges. This approach lets players escape and rest between skirmishes, while also allowing for isolated 1v1s and for surprise attacks from around cover.
In the center of the map, in the fighting ring is a special 1v1 arena. When two players enter a barreier will be erected, locking the two players in until one dies and restoring both players ammo and health. The winner of the 1v1 will get extra points. This creates in match storylines where players will naturally form rivalries and settle them in this center arena.
If The Ring is analogous to Battlefield, then Championship Arena is Final Destination. This map takes place inside an active volcano, and purposefully confines players into a smaller area with very few options to escape conflict. The sides of the map have floating planforms for healing and there is a second platform below the main one, but these options leave the player vulnerable due to being below the main platform. This leaves those players open to being hit by many different takedowns or being spammed out by rockets.
The fun from this map comes from the chaos. Players attack each other from every angle, and there are no isolated 1v1's. The Lava geyser in the center of the map and the lava pit below provide ample opportunities to throw opponents into hazards or simply hurtle themselves to their death.