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MEDIEVAL MAYHEM

The four player chaotic party game, with just a hint of sabotage.

Medieval Mayhem: Image

Medieval Mayhem

In Medieval Mayhem, four players play a variety of minigames and work together to complete an objective. However, each round one player is selected as the Saboteur. This persons job is to try secretly fail the objective whilst remaining anonymous. At the end of each round, everyone votes on who they suspect to be the hidden enemy. Points are awarded and the next minigame begins.

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FEATURES & MY ROLE

Programming

Being the only programmer in our four person group, I was responsible for all programming requirements. This included scene management, gameplay loops, point systems, voting system, in-game mechanics, and every other element of logic behind the game.

Online Multiplayer

Medieval Mayhem feature four player peer to peer online play. I developed a custom network manager and was responsible for all elements of network behaviour. This included syncing data for all players on and between scenes, hosting and joining matches, and use of Commands and Remote Procedure Calls to transfer data and call functions.

Implementation of Animation

I was given animations to apply to models in game. I was responsible for using Unity's Animator to set up animation trees and made transitions between animations based on scripting logic.

Prefab & Scene Management

I was responsible for constructing prefabs out of their component parts, as well as organising the majority of assets in each scene. Prefab and scene management included adding model, collisions, triggers, scripts, materials, shaders, and UI elements.

Save & Load

I was responsible for saving player information locally to the system. This included data such as cosmetic purchases, cosmetic set up, and custom user graphics settings. This data is then loaded when the game starts, and between each scene for cosmetic settings.

Shader Coding

Coded a surface shader which used emission, randoms, sprites, and colours to create a basic shader. This was a basic introduction to shaders, designed to teach us the basic logic behind them.

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Background

Medieval Mayhem was a four person group project I completed at SAE Creative Media Institute over the Second Trimester of my second year. Developed in Unity, this was my introduction to learning both the theory and practical components of online networking for games. I contributed a total of 198.5 hours to this project over the 12 week period. This project was being developed along side my Major Work which is currently still in development.

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