Inspiration

Our game is inspired by Lethal League for its high-octane projectile gameplay and Quake for its first-person deathmatch gameplay.

What it does

Our game is a first-person 1v1 deathmatch game where you can launch a ball around an arena. The ball will continue to gain speed each time it is hit by players. If it hits a player, they die. Whoever runs out of lives first loses.

How we built it

We built the game using Unity. We used C# scripts to handle things like physics, movement, mechanics, and many other features. We also focused on a modular design to allow us the ability to add new features easily and increase scalability. The main focus went into setting up the foundation of our design. We decided to follow single responsibility principle and Scriptable Object driven event system. Every mechanic and feature is independent of each other due to our design choice.

Challenges we ran into

Some challenges we ran into were:

  • Writing physics based firs-person movement that feels responsive and fluid.
  • Managing multiple concurrent players with an ID system.
  • Handling user inputs alongside the dynamic splitscreen.

Accomplishments that we're proud of

  • Implementing scalable, modular logic.
  • Accomplishing all our submission goals for the game before the deadline.
  • We made a compelling, exciting, and fun gameplay loop.

What we learned

  • How to implement an event and ID system.
  • Improved skill in developing 3d games.
  • Use of splitscreen and multiplayer.

What's next for Super Ultra Mega Sonic Bouncy Ball

  • Item and ability system w/ character select.
  • Online multiplayer.
  • Advanced player movement with more versatility.
  • Improvements and additions to visuals and game feel.

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