STRATEGY

Its Just A game

Game Overview: "Its Just A Game"

Street Football at its Grittiest – Outplay, Outmuscle, Outlast.

Setting

Welcome to the raw, unfiltered world of street football. This isn’t the polished, pristine game you see on TV. This is hardcore, physical, and chaotic. You lead a team of 4 scrappy players in intense, no-holds-barred matches where skill, aggression, and teamwork determine victory. Play against ruthless AI or challenge friends in PVP, where every pass, tackle, and shot could mean the difference between glory and defeat.

Core Mechanics

  • No Referees, No Rules: Shoves, shoulder barges, and last-ditch tackles are all fair game.

  • Stamina & Fatigue: Sprint too much, and your players will slow down—forcing strategic pacing.

  • Injury Risks: Overly aggressive play can leave players limping or even benched for a crucial minute.

Team Based Control

  • Switch Between Players: Cycle control between your 4 teammates to maintain pressure.
  • Dynamic Passing & Movement:
  • One-Touch Play: Quick, street-style passing to break defenses.
  • Off-the-Ball Runs: Teammates make smart (or reckless) runs—use them wisely.

Unique Player Traits

  • Streetball Archetypes:

    • The Playmaker (precise passes, weak in tackles)

    • The Bruiser (strong tackles, poor dribbling)

    • The Speedster (fast but tires quickly)

    • The Finisher (lethal shot, bad at defending)

AI or PVP Modes

  • AI Opponents: Adapt to your playstyle—get dirty if you do.
  • Local/Online PVP: 2v2, 3v3, or 4v4 chaos with friends.

Street Football Atmosphere

  • Urban Pitches: Graffiti-covered walls, uneven concrete, and makeshift goals.
  • Crowd Reactions: Jeers, cheers, and trash talk from bystanders.

Development Cycle

At the beginning of my game, I started by finding assets and adding them to my world to create a feel for where to start. I found player models on Miximo, which help the look of the players, and I downloaded from the Epic Store a football pitch which suited the style of street football.

Locomotion

As the camera is top-down, I used a directional movement scheme for the player’s locomotion using Axis Mapping.

  • Up/Down: (W/S or Gamepad left sick Y-axis)
  • Left/Right: (A/D or Gamepad left stick X-axis)

Then inside the tick function (which updates every frame)

  • Rotation Control character faces the direction of input.
  • Movement Direction always moves along its forward vector

Locomotion (Header)

In the header file, I declare parameters for the movement.

The purpose of these declarations as it allows for movement related parameters to be tweaked in the unreal editor

Declares locomotion methods that would be implemented In the .cpp file

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