Inspiration

Thinking back to the days of sitting next to all of your elementary classmates playing flash games during library class, our team reminisced on how free browser gaming connected people in a simple, easy way. So we decided to connect games to multiple users in a simple, easy way too.

What it does

Our platform offer the following feature to games on our platform:

  • Free hosting in google cloud after uploading your WebGL files
  • Free audio and video chatting between game host and players
  • Access to a configurable backend game server, that will compile and send all the input from the game players into the Unity file.
  • Several different types of input methods for users (WASD vs text inputs vs live typing) ## How we built it First off we built three games to leverage the easy use and wide variety of games our back end can handle:
  • Tanks (A tank vs tank vs tank ... shooting game)
  • Phonix (An audio based text input party game)
  • Platformer (A puzzle co-op platformer)

Our website is what drives the experience talking to the servers and multiple game players on the website.

Our gameserver is the generic game server that can run multiple games and sessions at once and expose the right info to the right sessions.

Our backend API stores all of our games code, information about uploaded games, and allows our website to use this information.

All of this runs on Google Cloud Platform through CQL, Computer, and App engine.

All of our 6 servers are on our github at https://github.com/gamecave

Challenges we ran into

Our entire initial design and work had to be scrapped because of GCP cpu quotas. We planned to use an Agones and Kubernetes cluster to make our backend unstoppable!

Accomplishments that we're proud of

Integrating a ton of technologies together in a strange an efficient way we were sure was going to be possible. Plus, getting all of our nice to have audio and chat features rolling.

What we learned

How to load in Large games dynamically into a react app and then inject information into a unity instance all while controlling input from an endless number of player instances from all different places in the world! Who even knew all this could run on my computer! I am especially excited about how simple and straight forward Dolby interactivity was to use.

What's next for Game Cave

We want to make our backend "infinitely scalable" using Agones and Kubernetes on GCP. On top of this, publish better developer docs for people who would like to publish on the platform.

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