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.
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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.