Similar to The Lego Ninjago Movie Video Game my primary role on this project was looking after the game's combat system.
One of the major new features we introduced was the Super Attacks. This new combat mechanic was triggered by building up a number of combo points over a period of time before unleashing a devastating attack designed to clear the area of enemies and smashable props. As we knew we wanted a large variety of different attacks we structured them as four different base attack types with a large number of customisation options designed to give animation, vfx and audio as much freedom as possible.
With a number of our combat mechanics from Ninjago making their way into this game we wanted to also focus on a number of areas where we could improve the workflow moving forward so we devised a couple of solutions for this.
The first of these was improving our hit detection through the use of hit detection spheres we attached to characters and triggered via animations. Rather than simply having a single frame to trigger the hit detection, animators could now specify a frame range for the hit detection as well as which "hitboxes" to enable.
Another major area we wanted to tackle was improving the Script department's workflow when it came to combat encounters. Our new "Encounter System" allowed the script team to define an encounter, register the combatants to it and define an area the encounter takes part in. After setting up this encounter script would simply need to check if a player had entered the encounter area and set the goons into their attack state at which point the code would manage all aspects of the combat until it finished.
Another main area I was in charge of was providing code support, including a boss fight setup, for the game's fourth level: Elastigirl on the Case.