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Unity Sword System

Picture #1

What I Made

In my spare time, I created a basic combat system in Unity2D that was based around sword fighting. I wanted to make something that was fun and engaging while being simple and cheap to make.

Knight.png
Dummy.png
Sword.png

Bug to Feature

Originally I was just going to have button inputs and direction
determine where the sword would aim and swing at however
the code I was using had an error where the box collider did not disappear and so enemies would charge into you and die. While at first this was an issue I realized that having the sword always out and swinging it around with your mouse was a lot more fun. So I built the game around swinging the sword and adding physical power behind it.

Untitled video - Made with Clipchamp (1).gif

Special Hits

While swinging the sword with your mouse is fun, it could get repetitive to players. So to circumvent that, I added two extra attacks you can perform by clicking the left and right mouse. A small swing attack that can be held down to slash away at enemies, and a long range poke attack that launches your sword forward to do damage to the enemy.

Untitled video - Made with Clipchamp (3).gif

Adding Variety

To keep the game loop interesting I made the player capable of swapping between three different sword types. A lightweight dagger that can pierce enemies from afar. A broadsword that can swing at enemies consistently. And a great sword that hit like a truck but was slower than the others.

Untitled video - Made with Clipchamp (2).gif

What I Learned

From this project I learned a lot about time management and combat design. With time management, you need to make a game that you can make, not the one you want to make. I had very lofty ideas at the beginning but scaled down due to the fact I had to work on Booklet's Big Story for most of my time while working on this side project. So I learned how to manage my time to make not the best, but the most functional product. As for combat design, I learned the key importance of game feel. The biggest feedback I got was that game did not have the juice to feel satisfying. So I added a bunch of particle FXs, SFXs, and camera shake to all my combat actions to really improve the feel. And I learned just how important that is. If anything the thing you should focus on most is not making a lot of actions, but one action feeling really really good to perform.

General Information

Cellphone: +1(732) - 492 - 4092

Email: quinnmcd2003@gmail.com

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©2025 by Quinn McDonnell.

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