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Blow Game

I'm currently working a team of 3 on multiplayer FPS game. The idea behind our game is each player is armed with an Air Cannon, the objective is to blow the other players off the map with the cannon in order to rack up more points than the other players so you can win. The Air Cannon has limited ammo, meaning you'll need to refill your ammo with air canisters that'll be randomly generated around the maps. There's also two modes of fire for the Air Cannon, the default being an auto fire mode where it fires while the shoot trigger is held down, the second fire mode is a charged up burst. the charged attack is a high risk high reward attack in that it takes around 3 seconds to fire off a fully charged burst, but it deals more knock-back to your opponent which will push them back much further than the fully auto attack.

Team Roles:                                      

Mark: 

 - Project Management

 - Programming

 - Level Concepts

Miles:

 - 3D Modelling

 - Rigging

 - Animation

Me: 

 - Level Design

 - Level Lighting

 - Programming 

Software we're using:

Screenshots

<-- This is Map 1. The idea behind this mainly Marks and Miles, I was asked if it looked alright and then configured the lighting in Unity to make it looks nice and add some post processing. It's a day 1 map idea, meaning it was created within a day on the first day of the project so a lot could change to it between now and the end of the project.

This is map 2. This map is entirely my idea and I have solely worked on it while my teammates have been busy working on other aspects of the game. It shows a nice contrast in map type, with Map 1 being very open and Map 2 being more enclosed. The reason for their being no walls and very little ceilings is so the map works with our proposed game play, with the Air Cannons and all. 

So far the map 3 layers, like the first map, and it supposed to be based upon a building that is in construction. Taking that idea I decided to glorify it by adding the lights, otherwise the player wouldn't be able to see and the level would look very dull.

This is less something vitally important to the game, but more of something cool i'm working with at the moment. One of my goals for this academic year is to work on lighting and other cool things in Unity, so post processing, reflections and materials. This way i can make objects that are not high quality look much better with some fancy effects.

back to the point, there's a mirror in this screenshot, and I think that when playing a fast paced multiplayer game it could fool players into making an error. Personally, it's something i'd hate to encounter in a level, but i think it'd make for interesting game-play when testing.

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