Inspiration 💡

My inspiration for this project came from the theme of a war-torn city with destroyed buildings and vehicles all around. It seems very lonely and sinister and you feel unsafe at every corner. Vision is also obscured a bit which adds more tension to the overall game.

What it does 🎮

This project is a small multiplayer unity game where two players will face head to head in the war torn city. You must navigate carefully and watch your back as you never know where your enemy might be waiting. It features random spawn locations, a variety of weapons, a score tracker, and an FOV system to hide/show enemies and obstacles.

How I built it 🛠️

I built this project with Unity (2D) and C# . Assets were acquired from sources like itch.io and opengameart.org. My workflow consisted of getting the multiplayer functionality online first, and then making a list of small tasks and going through them one, by one to make sure it worked properly in multiplayer. I also built it to be easily scalable by adding prefabs, scriptable objects and clean, maintainable code.

Challenges I ran into 🚧

This is my first experience creating a multiplayer game and it was quite difficult to get started and to implement even basic mechanics. Multiplayer definitely increases the scale of game development by a lot. I was also doing all of it solo which added an extra layer of difficulty.

Accomplishments that I'm proud of 🏆

Despite the difficulties I faced, I was able to create a proper multiplayer game state and I believe that it flows quite smoothly. I'm especially proud that I finally took the step towards learning online development and I can definitely see myself building on my skills in the future. Although I didn't get to implement everything in the game, I still believe it's very fun and it also looks great!

What I learned 📚

Aside from the technical knowledge I gained, I learned a lot more about scope creep and to not get too many ideas when you're constrained with time. I had to cut most of the content I planned as there simply wasn't enough time to implement them properly. However, I prefer to have a more polished version than a buggy one that has more incomplete features. Sometimes, simpler is better.

What's next for Con-U Duty 🔮

Well as I've said, there were many features that I didn't have time to complete. I wanted to have more flexibility around the gun swapping mechanic, or even add gun pickups around the map. I wanted to include different gamemodes such as a gun game, zombies PVE, PVP versus bots, etc. As for more simple mechanics, I would've loved to be able to include a reload/ammo mechanic to make it so you have to think more about your bullets, as well as a healing mechanic and dodge roll. Finally, a minimap and some muzzle flashes on firing were my final UI and art changes I couldn't accomplish.

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