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KINGDOM HEARTS III RE:CODED

September - December 2024| College Project

A recreation of Kingdom Hearts III's core player mechanics including locomotion, combat, magic, UI, and more. Project is currently in development using Unity and will be finished around December.

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This is a solo project focused entirely on programming and game analysis.

Recreating Kingdom Hearts III Screenshot

Background

This project was developed as part of my advanced programming course at Sheridan College. We were allowed to choose any game or advanced programming topic and develop a project around that for the entire semester. I chose to do Kingdom Hearts III because I find a lot of its core systems to be really interesting, and I've always been curious to know to set up a game like it.

PROGRAMMING

Though I will go over many parts of developing this project in this page, I've also written formal documentation detailing observations in game analysis, code snippets, and engine implementation which you can check out below:

Project Goals

For this project I set out to recreate base player systems from Kingdom Hearts III (to which I will refer to as KH3 moving forward). First, I had to clearly define the scope of the project, and ended up with the following mechanics to recreate:

  • 3rd person camera

  • Walk / Run

  • Jump

  • Roll / Air dash

  • Block

  • Command menu

  • Health

  • Lock-on system

  • Collision detection

  • Combo system

  • Combo modifiers

  • Magic point (MP) system

  • Spells (fire, blizzard, thunder, cure, water, and aero)

  • Animations and audio for all actions

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Combo System

Analysis

Attacking in KH3 has a few important qualities. First, there is a combo counter which defines the length of your combo, depleting this counter will end your combo. Second, which attack comes out depends on  that combo counter; you a have combo starter (1), two alternating attacks for the middle of your combo (2,3), and a combo finisher (4). With this in mind, if you had a combo length of 6, your combo would be 1, 2, 3, 2, 3, 4​

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Additionally,​ you can queue an attack while attacking, meaning you can mash the attack button to get a full combo out. It's important to note that you can only queue 1 attack at a time, meaning that even if you press the attack button 5 times, only 1 attack will be queued, but it does still mean you don't have to worry about timing while attacking.

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Implementation

Based on the observed behavior, the implementation of the combo system in my project works like this:

Attack Flow Diagram

PAGE UNDER CONSTRUCTION

Sorry for the inconvenience, but the page for this project is currently being worked on.

Plan: Explain how I went about analyzing the game, how the combo system was made in combination with scriptable objects, how the lock-on camera was developed, how spells were implemented, and more!

In the meantime, here's some videos of the project.

Base Locomotion

Jump | Double Jump

Dodge Roll | Air Dash

Base Combo

Block

Combo Modifiers

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