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This is a networked project using Photon PUN to facilitate lobby-based gameplay for multiple players. Players fire projectiles that ricochet off walls in an attempt to be the last ones standing.

C# 98.65% Mathematica 1.35%
networking multiplayer lobby csharp unity

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ricochet's Issues

Simple Early VFX/SFX/Animation Testing

This doesn't have to be anything terribly complex - it just needs to function primarily as a proof of concept, and as a way to identify what the process needs to be to implement and propagate animation/vfx/sfx data across the network appropriatley. Some test cases have been provided below:

  • SFX: Trigger sound on player shot, sound on projectile impact, sound on projectile detonate.
  • VFX: Particle flash on player shot, light flash on projectile bounce, particle cloud on particle detonate.
  • Animations: Build some simple abstract model with a basic rig and different materials to ease differentiation, animate it with basic rotation, scaling, and translation actions.

I suspect that the animation will be the only odd workflow here, but it should require adding a Photon View Animation component to the Photon View on the animated object, and that should be it. SFX/VFX seem like they should likely be the same, assuming the scene has an audio manager and each game object has their VFX spawned with them as a child where appropriate, or spawned with Photon.Instantiate(...).

Random Gameplay Effects

This is articulated as a random set of effects that can occur throughout the match. Effects may include various things like splitting bullets, increased/decreased movement/projectile speed, etc..

This might be something that we'd want players to opt into in their own list of gameplay options ("Wild Magic" VS. normal games), but we might want to opt against implementing this queue until we develop a better feel for what the size of our game audience looks like. Introducing numerous gamemodes fragments the playerbase, and without a significant number of players could result in long queue times or unused game modes.

Story/World Narrative

This is something that we'll decide as we get closer to completing the prototype and core mechanics. We should opt for a thematic direction for development - it doesn't have to be some grandiose tale about a wizard fighting off foul cretins to go save a princess in a castle, but choosing a setting will provide direction for artistic choices. We could opt for thematic direction on a per-scene basis for environmental design, but if we plan on providing cosmetics for various things to players, we'll need to know what aesthetics seem appropriate.

Environmental Hazards

These may include various things, ranging from spontaneous black holes and flame geysers to heavy gusts of wind, sandstorms, and meteors. While some of these may have limited interactions to damaging the player, others may also interact with projectiles to cause various effects like bending projectile paths or igniting the projectile to apply a burning effect to a damaged target.

Player Loadouts/Roles

Players have the opportunity to swap what role they intend to fulfill in PvE by choosing their loadout configuration. This may also translate to PvP game modes to introduce different combat dynamics. Initial thoughts are considering primarily DPS, Frontline, and CC roles. Perhaps a healer role may be introduced for PvE mechanics to allow for more complex or dangerous mechanics.

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