Build Fight Game is a class-based shooter set in a series of fully interactable voxel based environments. Create, destroy, and shoot your way to victory with your team in procedurally-generated multiplayer maps!
I have documented the process of creating Build Fight Game on my website, and more recently on my YouTube https://www.twine.net/signin
This project has largely been a solo endeavor. I have had some help with 3D models for the characters and some weapons, and some assistance with texturing, but beyond that this game is 100% me. I was responsible for all programming, animation, user interface, and anything else that happened to need doing on a particular day. This isn't my first time attempting a solo project, be that as something short-term for a game jam, or long-term as a main project, but it has certainly been my most successful. In the below video, I document how in the process of developing this game I have learned invaluable lessons in project management and self-motivation.
From a technical perspective, Build Fight Game has been something of a blessing. It features everything I enjoy in programming, with some truely tough problems to solve. Creating an efficient voxel meshing algorithm within Unity was particularly challenging, and something I'm still tweaking to this day. Another equally complex but subtler aspect of the game is the client-side prediction code. Client-side prediction can be a complicated beast, so I won't go into the technical explanation here (though it is an interesting topic worth a google). After some wrangling I have developed a general-purpose library for adding prediction support for any arbitrary element, which has proved invaluable both for Build Fight Game and other multiplayer projects.
This game is still in active development.
https://www.youtube.com/watch?v=x3m8VwlYo3c&…Build Fight Game is a class-based shooter set in a series of fully interactable voxel based environments. Create, destroy, and shoot your way to victory with your team in procedurally-generated multiplayer maps!
I have documented the process of creating Build Fight Game on my website, and more recently on my YouTube https://www.twine.net/signin
This project has largely been a solo endeavor. I have had some help with 3D models for the characters and some weapons, and some assistance with texturing, but beyond that this game is 100% me. I was responsible for all programming, animation, user interface, and anything else that happened to need doing on a particular day. This isn't my first time attempting a solo project, be that as something short-term for a game jam, or long-term as a main project, but it has certainly been my most successful. In the below video, I document how in the process of developing this game I have learned invaluable lessons in project management and self-motivation.
From a technical perspective, Build Fight Game has been something of a blessing. It features everything I enjoy in programming, with some truely tough problems to solve. Creating an efficient voxel meshing algorithm within Unity was particularly challenging, and something I'm still tweaking to this day. Another equally complex but subtler aspect of the game is the client-side prediction code. Client-side prediction can be a complicated beast, so I won't go into the technical explanation here (though it is an interesting topic worth a google). After some wrangling I have developed a general-purpose library for adding prediction support for any arbitrary element, which has proved invaluable both for Build Fight Game and other multiplayer projects.
This game is still in active development.
https://www.youtube.com/watch?v=x3m8VwlYo3c&WWWWWWWW…