The Great Escape

This game is still under development - Game has been converted to local co-op from online multiplayer and total number of players reduced from 10 to 4. Known bugs: Attack pads stop working at times (rare). Damage animation doesn't work. (No visual feedback for attacking enemies) Players need to keep moving for attack to work (semi-rare). Game Over menu does not show up sometimes when the game ends (often).

CHANGE LOG:

  • Originally intended to be a online multiplayer game to be played by 10 players but is now a local split-screen co-op for 4 players instead. 
  • Player inputs have been changed, see Controls section below for details.
  • Removed 6 attack pads.

TO BE IMPLEMENTED:

  • Zombies (common enemies)
  • PowerUps - Invisibility, Re-spawner, Enemy De-Spawner  
  • SFX
  • Proper Menu Systems
  • Inventory 

High Concept:

Two players - The Pirates (the one on the right side of the screen) and the Marines (the one on the left side of the screen) battle it out on an island to either reach their ship (Pirates) or confiscate the Pirates' treasure (Marines). A player can only attack an enemies if someone from their team is standing on their (the player's) colored attack pad (diamond trigger). At least 1 of the team's members much reach the opposite side to win. 

Originality:

The Great Escape is a unique game with a mix of two different genres - strategy and action. Players have to strategically move their characters across the island while fighting each other when necessary. Their end goal is to reach their opponents side.

Technical Merit:

The Great Escape is built using an object oriented approach in Unity. It has local multiplayer for 4 players among other things. It can also be replayed multiple times and has UI implemented.

Controls

  1. Character one: Mouse to attack, arrows to move when fighting.   
  2. Character two: O to attack, IJKL to move when fighting. 
  3. Character three: Y to attack, TFGH to move when fighting.
  4. Character four: E to attack, WASD to move when fighting. 

Prototype Postmortem:

The hardest part in making this game was writing the networking code and coming up with the idea/ designing mechanics. I'm quite new to Unity, let alone multiplayer networking, so it was a huge learning curve for me. I did end up decided to go the local multiplayer route at the end due to technical difficulties and time constraints. But I'm happy to say I still did learn a lot about online multiplayer networking, design, & Unity in the process. 

Assets:

CODE

  • Multiplayer code partly borrowed from tutorials by BlackThornProd and Info Gamer on Youtube.  Hasn't been used in the latest version of the game, however.

ART

SOUND EFFECTS:

  • to be implemented

MUSIC:

Prototype Closest Other Game:

I haven't played many other similar games like mine (or maybe strategy action/ shooter games like Valorant fall into this category? ), but I was inspired by Lovers in a Dangerous Spacetime for multiplayer co-op, and Rocket League for the mixture of different game genres.

Mandated Variety:

Input Type: Multiple input options including the mouse. 

Genre: Strategy-Action

Play Style: Competitor, Explorer & Collector 

Prototype Goal: What game mechanic is this prototype evaluating?

I'm trying to experiment, and check if mixing two completely different genres will fit well together. I might have to include a bit more strategy elements considering that I've lowered the player count to 4 and haven't implemented powerups yet - among other things. Other than that, I want to test out how my game mechanic works out in a local multiplayer co-op setting. 

Map

  • Yellow Box is the treasure the marines have to reach. (At least 1 to win)
  • Brown Box is the Ship the Pirates have to reach. (At least 1 to win)
StatusPrototype
PlatformsHTML5
AuthorSpaceMonk3
GenreAction, Strategy
Tags2D, Co-op, Multiplayer
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
MultiplayerLocal multiplayer
Player count2 - 4

Development log

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