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Objectives

This Game Jam was the first time that I have ever tried using Unity's netcode system and I am very proud of what I accomplished. I was also responsible for several of the underlying systems such as the object pooling, sound manager, parts of the player controller and anything that had to be synced over the network.

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Technical​​

  • Unity Netcode

  • Host-Client Multiplayer

  • Debugging

Skills Used

Time Management​​

  • Realistic Scope

  • Feature Addition and Cutting

  • Task Delegation

  • Prior Asset Sourcing

Team Work​​

  • Communication

  • Agile

  • Scrum Leadership

  • Ideation

  • GitHub

Overview

This game is a simple third person shooter where up to 10 players can join a lobby together and shoot eachother as rubber ducks. Each player is given a random skin and sent on their way within this small time waster game whose only goal is to make you smile.

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Click Here To See Code Repository
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This game utlizes a host-client multiplayer setup where the host creates a lobby and shares the code with each player who joins through the menu.

Ducking Warfare - Loading.gif
Ducking Warfare - Movement.gif
Movement

Each duck has it's movement synchronized over the internet with very minimal latency by only transmitting the necessary data. This was easily accomplished by using Unity's netcode and a custom datatype for data transfer.

Fighting

Each duck shoots water out of it's mouth which hurts the other ducks. 3 hits and you die and respawn at the initial spawn point in the bath. The projectiles are not sent over the server, rather, using a combination of server and client rpc's the projectile is spawned on each device as a local object. This is only possible due to the low latency of Unity's netcode.

Ducking Warfare - Fighting.gif
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