Vanguard MiniGames

Overview

This project is a multiplayer game that I developed in my free time and uploaded onto steam.

This game puts you into a main menu where you can join or host a multiplayer lobby. If you are logged into steam it will automatically pull your name and Steam Profile picture and display it top left.

Menu Image

In this menu you are able to select different cosmetics that will show up when you load into a lobby with other players.

Then you are put into a hub where you can pick between a selection of minigames.

Menu Image
LVL_Vanguard_Bazaar

LVL_Vanguard_Bazaar is a first-person shooter minigame where I was testing out multiplayer replicated Limb Kinematics to try and move the arm of the player, so the gun lines up with the reticule of the player’s screen.

LVL_Dungeon

LVL_Dungeon is a procedurally generating dungeon that generates a dungeon based on a seed. If the seed is set to -1, the seed is randomly generated, otherwise it will always generate the same dungeon based on the seed.

This can also be dependent on the Room Count, and Corridor Count that will be used to generate the dungeon.

Furthermore, if rooms / corridors generate alongside each other, their walls have a chance to be destroyed between them, making the map more dynamic. This is also generated based on the original seed, so the same map will be generated each time with the same walls taken down.

Additionally, some door locations won’t have a door; to have a longer hallway with no interruptions, this is randomly assigned by the seed.

The doors that do generate have a physics constraint on the doors to make them react to the player. If the force is strong enough when bumping into the door they will detach from the frame.

I also did some testing with AI that would follow the player or randomly roam to the white spheres, but due to performance constraints I left it out for now.

Prop Hunt Map

Prop Hunt Map is a multiplayer game mode that is inspired by Garrys Mod Prop Hunt, where the hunters chase the hiders, who can turn into the props on the map.

The Hiders had abilities that let them taunt the Hunters, change into props, and they can lock their rotation to the camera for fine tuning their rotation for hiding.

The props health scales based on their size, but if they swap from a small object to a big one, it will take some time for their health to “regenerate” to the size of that object.

The hunters have a couple abilities as well, their main attack is them throwing a physics banana that bounces around, which they can spam click as much as they want. If it hits a prop they will take damage.

Next, they have a Bomb ability which allows them to throw a bomb that will explode on impact and damage anything around it in a certain radius, this ability has a cooldown.

Last, they have a ping ability that will show the sector of the map that the players are in, this is to help narrow down what area of the map the hiders are in and is also on a cooldown.

Vanguard_CheatMap

Vanguard_CheatMap is a card game map that currently only has the mechanics of uno.

This card game is only using hearts just for testing purposes but all cards work.

LVL_MurderMystery

LVL_MurderMystery is a murder mystery gamemode map where a few players are randomly assigned as the murderers, 1 player is assigned as the detective, and the rest are civilians.

In this gamemode, the murderers have knives which can be used for close kills, while the detectives have guns. Both these classes will drop their items , including weapons on death, but only killers can pick up knives, and only civilians can pick up guns.

This gamemode is on a train map, where you have to move between train carts and stay alive. If all the murderers are killed, everyone else wins, if everyone dies except the murderers, they win. If someone falls off the train, after a few seconds they will die, as I wanted them to see the train leave them behind.

MurderMysteryImage

This project gave me a lot of experience in Niagara Particles and learning how to make them performant with GPU vs CPU rendering.

I also did a lot of work with sound effects for doors, footsteps, gun sounds and train track/blizzard sounds. All working with occlusion.

After the gamemode starts the sun begins to dip below the horizon to give a more eerie and ominous atmosphere.