PROJECT OVERVIEW
(Individual Graduation Project). Game Idea and Development is only made by me in Unity Game Engine.
Game Description:
Game Description:
Multiplayer battle royale game where spells serve as the primary combat weapon
IMPLEMENTATION
Cinematic Intro: Utilizes cinemachine and timelines to create an engaging introductory sequence.
Lobby: A gathering place for players until all participants are connected to begin the game.
Camera and Character Controllers: Fully functional controllers and animations for smooth player movement and camera control.
Multiplayer: Implements Unity Networking to enable multiplayer functionality.
Loot System: Randomly generated chests containing spells, runes, and potions for players to acquire. And also what is inside the chests are randomly generated.
Safe Zones: The game incorporates a shrinking storm circle that gradually reduces the playable area, causing players outside the safe zone to take damage over time forcing them to get inside the safe zone.
Inventory System: Allows players to collect and store items picked up during the game for later use.
Compass: Provides directional information, including cardinal directions (North, East, South, West) and specific degrees out of 360 to indicate the player's facing direction.
Minimap: Displays a subset of the world map, including an indicator showing the player's location. Implemented using a camera and render texture.
Sky Diving: At the beginning of the game, players jump from a plane and glide until they land on the ground.
Spells: Various spells created using particle systems. Spells have cooldown bars to prevent spamming and require strategic usage.
Runes: Grants players special perks upon activation, such as invisibility, cloning, speed, teleportation, and time rewinding.
In summary, the project involves developing a multiplayer battle royale game with a focus on spell-based combat, looting, survival mechanics, and immersive gameplay elements.
Lobby: A gathering place for players until all participants are connected to begin the game.
Camera and Character Controllers: Fully functional controllers and animations for smooth player movement and camera control.
Multiplayer: Implements Unity Networking to enable multiplayer functionality.
Loot System: Randomly generated chests containing spells, runes, and potions for players to acquire. And also what is inside the chests are randomly generated.
Safe Zones: The game incorporates a shrinking storm circle that gradually reduces the playable area, causing players outside the safe zone to take damage over time forcing them to get inside the safe zone.
Inventory System: Allows players to collect and store items picked up during the game for later use.
Compass: Provides directional information, including cardinal directions (North, East, South, West) and specific degrees out of 360 to indicate the player's facing direction.
Minimap: Displays a subset of the world map, including an indicator showing the player's location. Implemented using a camera and render texture.
Sky Diving: At the beginning of the game, players jump from a plane and glide until they land on the ground.
Spells: Various spells created using particle systems. Spells have cooldown bars to prevent spamming and require strategic usage.
Runes: Grants players special perks upon activation, such as invisibility, cloning, speed, teleportation, and time rewinding.
In summary, the project involves developing a multiplayer battle royale game with a focus on spell-based combat, looting, survival mechanics, and immersive gameplay elements.