A multiplayer racing game

Figure 1. Playing around in the starting area.
Figure 2. Starting sequence in the Dead Cave .
Figure 3. Showcase of the lever mechanic and their influence.
Figure 4. Overview of the Dead Cave level.
Figure 5. Overview of the Jurrasic Canyon level.

Engines, Tools and Languages used:

[Unity3D, C#]
[Team Project]
[2021]
Play the game here !

Assignment and Approach

During the same semester where I made the Journey landscape tool I made a multiplayer game with 4 other developers. For the assignment we had to make a multiplayer platform game where the players did not have a way to directly interact with eachother. We interpreted that as a something similar to the game SpeedRunners but without the power-ups that target other players. We went through several different prototypes before this, where all players were confined to their own lanes but this seemed unecessary when we could also just all put them in the same level but without collision with eachother. We wanted the levels to be dynamic and to react to player input and these two ideas we took with us into development. We had 12 weeks to develop this game idea.

Responsibilities

The roles I took upon me in this project were Project Manager, Level Designer, Gameplay Programmer and Multiplayer Programmer. Because of short time we had for this project it was important and necessary to able to switch between roles and finish the work that was necessary. My biggest responsibility during this project was the project management, organizing, planning and leading teams is something I have done many times and I have refined over the years. I think this project allowed me to further develop this skill also thanks to my hardworking and understanding teammates.

Process and Results

I don't have much to remark on the process of this project, our team worked together as a well oiled machine. We blasted through different iterations of the game while testing and implementing feedback. We had four retrospectives in total and we all took giving and receiving feedback very seriously which made us quickly understand where problems occured or could occur and how we could fix these. The result of this project can be found here. We ended up building an fully working multiplayer game in Unity using the Photon framework, the game includes two tested and hand designed maps, a variety of trap mechanics for player to hinder eachother and a lot of fun of course. See the release trailer below for an overview of the game.