Players take turns in an carnival game, shooting different vessels. Their goal is to destroy another player's Phylactery.
Leveraged Unity's physics system to make the vessels react to player input.
Created a Turn Manager to control which player is currently operating the pistol, and when their turn is over.
Implemented UI layer that responds to the Turn Manager's events, informing the players of the game state.
Shipyard Battle
Players operate a mounted cannon, trying to sink as many ghost pirate ships as possible within a time limit.
Created a traffic system to assure ships travel forward, but come to a halt (over time) to avoid collisions with ships ahead of them.
Built a cannon controller that allows for pitch and yaw rotations.
Created ship data with Scriptable Objects, enabling the authoring of ships with different sizes and resilliency to cannon shots.
Used the LineRenderer to help players predict cannon-fire trajectory
Skull Chomp
While controlling a Skull, players are tasked to find and collect as many bones as they can.
Identified a unique control scheme that feels fun and intuitive using Unity's ImpulseForce physics.
While in the air, players are able to perform a ground stomp that will shatter objects they collide with.
Created breakable objects that spawn bones when broken, combined with a Bone Manager system that can communicate Bones available and Bones collected.
Explored the use of Unity Hinge physics to make the jaw bone on the skull rattle. Silly details are fun!
Multiplayer Controller
Implemented the NGO and ThirdPersonController systems into a Unity Project, then heavily modified the ThirdPersonController to work well with the NGO system.
Removed the owner setup in the default ThirdPersonController in favor of letting the NGO system own the controller.
Removed the default ThirdPersonController & Camera relationship. Implemented a control scheme that separates WASD movement from the Camera's look direction.
Built objects that are visible and interactive between two different clients (the cube in the vide).