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Droid Rush

Summary of the game

In this multiplayer game, the two characters must escape from the dungeon without being detected by the guards. In Droid Rush, cooperation is essential. To successfully escape, both players must reach the exit. Both players must also use all the tools and tricks at their disposal to complete the levels. Whether it's to make a diversion with a whistle, to disguise oneself or to flee in a teleporter, all these tricks give players the opportunity to escape.  

gameplay screenshot.png

My contribution

The character teleportation and crouching system

During the realization of this game, I took care of the "crouching" system of the two characters. I achieved this using the "enhanced input system" of unreal engine 5.1. I also made the teleporter system which allows the player to be teleported to the position of another teleporter present in the level. To activate the teleporter just enter it. It is possible to see these two mechanics in action in the video below.

The whistle

I also took care of the mechanics of the whistle in collaboration with a colleague. This draws the attention of the guards and thus creates a diversion to allow the player to pass. I took care of issuing these are according to the desired parameters and making sure to "report" these are to the guards (AI).

Finally, due to the lack of time in the context of this Gamejam, I also realized the following elements in blueprint. Or, the player's defeat condition when he is spotted by a guard, slows him down and ends the game. The level's victory condition, which is represented with a door that both players must pass through to show that both have successfully escaped. The restart system with a "Server Travel" regardless of the map, which occurs in both players. So I had to take into account that the game takes place online and make sure it works on both the client side and the server side. I integrated this mechanic in the pause menu, as well as when the player is spotted by the guard. 

Challenges encountered

Droid Rush was my very first online game with the constraints of a real multiplayer game. So it took me some time to adapt to familiarize myself with the concepts it brought. I quickly realized that multiplayer considerably increased the difficulty of a project. However, with good communication with my teammates, I managed to understand several things related to replication. Also, I had never worked with sounds and the "enhanced input system" of unreal engine 5.1. It was therefore very instructive at this level.

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