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Title Screen, the logo beats with the music!
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The Main Menu! A POV street view of some signs!
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A group shot featuring a familiar face!
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Tech Knight as a Tag!
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A tag of Bit from Drill Diver! One of our previous games!
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All of the Tags made for the game!
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The Settings menu. Featuring a graffitied wall!
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The lobby menu, through the view of an mp3 player!
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The Lobby waiting room before a match starts!
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A group hanging out in the lobby!
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The end of game screen!
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The winner screen at the end of a game!
Inspiration
The primary inspiration for T.A.G. was Jet Set Radio, Bomb Rush Cyberfunk, and Sonic Rush. The visuals and music are all lovingly crafted by hand to pay homage to that grind-fiction style and hip-hop aesthetic. The multiplayer aspect was inspired by fast pace 2d competitive games like Speedrunners. The idea was to create a game that could create exciting competition between friends.
What it does
T.A.G is an online competitive multiplayer game. Up to four players can enter a lobby; then, when they're ready, the leader can start a match. The players will find themselves in the middle of a large city-styled arena. Scattered around the city are tag spots, turf for the taking. After a countdown, the players race across the city to tag as many spots as they can. The number of spots each player has tagged is shown on screen, along with the remaining unclaimed spots. The game ends when the last spot is tagged, but it's not that simple. If you happen upon one of your opponents' tags, you can take the chance to steal it for yourself! The game has an emphasis on style and art. Every menu, button, and logo was intentionally designed and picked to fit our aesthetic. For each song in the game, a small screen on an MP3 player provides the song title and artist's name. This game is a love letter to the style and direction of grind-fiction games and we made sure it showed in every way it could.
How we built it
We primarily used GitHub, Godot, Firebase, and the Godot plugin GDSync to create this game. We split development between the four of us, alternating working on UI, controls, mechanics, level design, and art. This allowed us to work efficiently without burnout.
Challenges we ran into
Ensuring all members of the lobby were synced without connection problems and ensuring that a reasonable number of packets were sent between the host and clients. Designing the UI and art fast and efficiently while maintaining a consistent and strong aesthetic.
Accomplishments that we're proud of
The style and flair of the game is by far it's greatest quality. We believe we were able to create something very pleasing to look at. It proudly represents it's influences and along side with our curated selection of music, feels right at home in the genre. We're also proud of creating a full working online multiplayer game with an addictive and fulfilling loop.
What we learned
How to better cooperate and work in parallel on a variety of tasks. We also learned how to design and create a multiplayer game, ensuring full connectivity.
What's next for T.A.G: Totally Awesome Game
Time trials, new arenas, and more characters would bring new life to the game and allow it to grow.



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