Phylactery Hunt

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).