Battle Project is an experimental attempt at increasing player agency in battle systems found in video games. Most battle systems in existence rely on action proxies for "fight", "don't fight", and "use item", and don't give the player enough control of the actual battle, leaving the outcome of a particular action to chance.
In Battle Project, the player uses a mouse to aim attacks at a moving enemy. The amount of damage of each attack is determined based on what part of the enemy is actually hit. Each enemy has at least one vulnerable body part that can be exploited, and if the player can determine which part that is and attack it, they can win the battle. For example, attacking the legs of the enemy will lower its speed and make it easier to hit, and attacking the head will lower the enemy's accuracy.
While games like Monster Hunter do implement a parts-based monster fight in slaying quests, they don't provide enough immediate feedback to the user and the overall fighting/hunting system is extremely complex. The purpose of Battle Project was to make battles more interesting by allowing for more interactions between objects in battle, without the overhead of complex movesets or items.
The following demo allows users to fight and create monsters with different body parts. When fighting, users must deplete the health of the enemy's vulnerable part without running out of striking power (used on each attempted attack). When creating a monster, the user can use an image URL to act as a monster template, and highlight the grid squares with a mouse to define each of the monster's parts.
Currently, monster health, attack, defense, speed, luck, wit, and energy do not do anything in battle, but such an extra layer of complication already exists in the game industry. The main focus of this project was to demonstrate the feasibility of making an opponent with a variety of parts that when attacked affect different aspects of the battle. The next step is to combine the existing stats and item equip systems of established games with the part-based system of Battle Project. More attack styles and enemy AI are also future goals.