Attunement Arena
Attunement Arena is a game center on delivering the player’s desire to harness control over powerful elements and take part in graceful, fast-paced combat. The gameplay goals of the project are based around offering customizable agency to players as well as a competitive versus experience. Before a match, each individual player selects different abilities and modifies them with rituals to develop their personalized character.
Matches take place on thematic stages with shrines where objectives will become available for contest. Players must balance between attempting to claim an objective and harming their opponents. When an objective is claimed it grants a lasting damage boost to all players and a stronger bonus to the claiming player. As multiple objectives are claimed, the lethality and tension of the gameplay increases until a victor is decided.
My role : Network Programmer
Team Size : 5
Tools used : Unity 5.4
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Extend from Spliscreen Multiplayer to a complete Multiplayer game playable across different machines.
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Design Code architecture that follows Server Authoritative Achitecture such that clients do not have any control over other clients. All client actions has to go through the server in order to replicate the events across all the machines connected to game.
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Not allowing clients to control over other clients handles potential cheat issues.
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Used Unity's UNET commands such as "ClientRPC"& "Command" to achieve synchronization of player's movement, rotation & animation.
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Interpolation techniques were used to synchronize player movements as opposed to teleporting player's posiion.


