A project that I finished while pursuing my education and what I submitted for a midterm project for the Advanced Game Engine Scripting course at Columbia College Chicago. A 3D racing game where the players control tanks. The game has a fixed camera looking down on the track, so all the players can see each other. As the players race, the can shoot to stun each other and can also use a boost to speed ahead of the other racers. Two to four players are able to play at once.
This was a solo project were the task given to every student was to make a game revolving around tanks in someway. I wanted to make a couch multiplayer game and wanted support four players. I chose a different route for this project, rather than making a game about tanks shooting each other my mind kept going to a racing game. So, a racing game with tanks I made.
Want to give it a try? Click the button below to go to it's itch.io page!
This is the first multiplayer game I had developed, and the only one I had developed on my own. All in all I think the game turned out very good considering how much a nightmare my systems were set up. I took the long way for everything in the code having my many of my scripts require references for all four players at all times, really slowed things down as I developed and I feel like I could've done it a better way. As four the rest of the game's code, there is one flaw that very much ruins an experience depending on how unlucky you are. I use axis inputs for the tanks to move themselves, but in Unity there is a fatal flaw to using this in multiplayer games, and that flaw is that with more than two players, the inputs can be swapped between controllers. As in, player 1 could move player 3, and etc. This plagues my project and axis movement plays such a deep role in movement the solution is not as easy as just switching the buttons for movement. I have yet to solve this problem, but one day I will refactor and fix this glaring problem.