Spectergeist
Unity Multiplayer
During the summer break I worked on my own prop hunt multiplayer game using the unity library Alteruna. For my take on prop hunt, I focused on making eveything physics-based. When you clone a prop you would inherit the mass and drag of that object and if you wanted a specific rotation you would need to push against a wall to spin your prop then lock that rotation and move to your hiding spot.
For Spectergeist, I learnt how to serialise / deserialise data and understand basic networking within games. I needed to account for different "parrallel universes" of my game running at once and know the correct time to synchronise everyone's clients without sending too much data of the network.
In the above gameplay, one bug I didn't end up fixing before dropping the project was duplicate triggers when a player died. When a player shoots it's handled by both the shooter and whomever is being shot at. Occasionally, everyone's clients would trigger a player's death at the same time, spawning multiple hunters and counting multiple seeker deaths. Overall I'm very happy with the project and I had a lot of fun being able to play a game I made with friends and consistently iterate was a delightful development experience.