Our goal is to create a top-down multiplayer shooter. The player has 2 dimensional movement independent of it's shooting direction, which can only be in one of the 4 cardinal directions from the player.
The game will be a team death match with 2 teams, ninjas vs pirates, who shoot shuriken and their guns respectively. with enough servers, the game could become a multiplayer online system.
The primary feature of the game is the low latency multiplayer shooter experience.
- Two teams face off
- Host can choose to have AI, configure map size, and max number of players
- Lose by total number of Deaths across the team exceeding a certain number
- Can choose how many players on each team to manage difficulty
- Play with AI with variable difficulty levels
- Score is the KD ratio of the player
- click and join a server, or the provided server
- select your team
- use WASD or arrow keys to move
- use your mouse to fire
- press space to respawn once dead
- Map generation
- Single player PVE
- Picking teams
- enemies are controlled by AI
- Co-Op game with other players on local network
- AI poses an actual threat
- Variable render distances (visibilty/pre-loading) to dynamically deal with connection latency
- Team selection (change mid-game)
- 30+ fps (on LAN)
- Classes of enemies (variable weapons and stats)
- PvP
- Powerups
- Automatic team balancing
- 60+ fps (on WAN and LAN)
- WAN connectivity
- Main
- DrawingSurface
- ClientConnection
- Game (Mainly used here)
- Player
- Animation
- Entity
- Projectile
- Map
- State
- Enemy
- Computor
- Config
- DrawMap
- MapGenerator
- Message
- Server
- ServerMain
- Server State
@kgurushankar (Keshav Gurushankar)
- Networking (Latency reduction)
- Data Structures
- Map Generation
- Computor
@unkemptherald (Andrew Scott)
- Player
- User Interaction
- Physics
- Animation
- Feedback
- Feedback