- Deep Descent -

CONTEXT

The project involved creating a 3D first-person game with team progression using the Unity engine. The programming language used is C#, and the game is a multiplayer Dungeon Crawler.

Our Game

The concept of the game is to explore dungeons as a team, fight enemies to collect resources and items, and progress as far as possible into the depths of the dungeon.
Players take on the roles of different characters with specific stats and must coordinate their efforts to survive the increasing challenges of the game.
One player can create a session and invite others to join using a specific ID.

This project allowed me to explore different methods of setting up a multiplayer environment:
  • Client-Server: Ideal for large-scale games like League of Legends or Overwatch. It effectively handles cheating and game data, though clients may experience lag depending on their distance from the server.
  • Peer-to-Peer: Suitable for games where cheating is not a major concern, such as Borderlands or Age of Empires II. One client acts as the server, requiring good hardware.
  • Hybrid Architecture: Used for medium-scale games with optimization needs, as seen in Fortnite or For Honor for certain features (e.g., voice systems or movement). It combines the two previous architectures.

Project Creation Date

This project was completed over a period of 2 months, with the equivalent of 3 weeks of work, in April 2024.

Team

The team consisted of 4 developers from the Pause Café group:
  • Jérôme Cornu
  • Arthur Bouffay
  • Elvyn Wakeford
  • Robin Douet

LINK(s)



Guy Running Zombie Running