Opponents In Crime was our second game project at PlaygroundSquad. It is an online multiplayer party looter, where up to 4 players compete to see who can steal the most art. Fighting both against the clock, but also the environment and against each other.
As the main person in charge of networking, I was tasked with researching and implementing the multiplayer aspect of the game.
This research lead us to use the advanced sessions plugin and its steam extention.
Which, in turn, gave me a stable ground to implement the creation, joining and destruction of sessions on.
On top of just making the clients be able to connect to each other, a lot of work also went into the replication and syncing of events.
This not only meant me making the features I implemented multiplayer compatible, it also meant helping and supporting the rest of the team.
Walking through the process to futher their understanding, but also lending a hand when they felt stuck.
I was also the main person in charge of the player. This meant both making things myself, like movement, interactions and handling replication, but also integrating and handling systems made by others. A great example of this is our stamina system. The base was created by one of our designers and then later passed on to me. I then took care of implementing the system into the rest of the player, making stamina drain and recharge when applicable.
Furthermore, I was in charge of a lot of the gameplay features seen in the game. Especially the ones that are more closely knit together with the player. These included, but are not limited to: the picking up, dropping, and throwing of art pieces; shoving and knocking down players, along with getting back up; and movement debuffs such as inverted controls, slipperiness, and "drunken swaying".
Beyond the more core systems, I also contributed with lots of smaller things here and there when necessary. Such as, UI work pertaining to gameplay, character customization, and lots of bug fixing.