Krab Klashers (Multiplayer FPS • Unity)
FPS Arena Combat
Krab Klashers is a 3D FPS game featuring arena style combat on a local area network. Featuring five different arenas from a sand castle to a molten lava lake, players clash to the death with one another as mighty crabs. Combat mechanics feature dual-claw snaps or sweeping one-claw dash attacks. Krabs, Klaws, and unlimited combat, this is Krab Klashers.ForCMPS 115: Intro to Software Engineering RoleProduct Owner • 3D Modeler/Animator • Artist DateSpring 2015 EngineUnity 3D w/ Photon Networking GraphicsBlender • Unity 3D NetworkPhoton Team Size6
Krab Klashers features a unique, claw based style of combat in a variety of levels.
Cover art I created for Krab Klashers. Done in Pixelmator.
- produce a vision for the games
- organize and overview documentation of sprint planning, user stories, scrum board
- lead meetings and on product features and tools required for development
- communicate bugs and QA issues to appropriate team members
- market and present game to class
A unique game mechanic, dashing, is triggered by the mouse right-click, and thrusts players in the pointed direction.
- what type of game hadn't we made yet?
- what would be fun for the whole class?
As game design students, we had prior experience with 2D games (platformers, top-down, etc.), thus we wanted to create something bold and exciting This led us to attempting a 3D game. When asked what would be fun for the whole class, we honed in on "whole class" and decided something with multiplayer. Again, none of us had ever attempted developing a multiplayer network so we were all in store for a challenge. My job was to ensure our key features were attainable, and placing priority on realistic goals and user stories vs. reach goals.
Various levels emphasize various combat styles. This level is close quarters and keeps players alert of imminent death from the surrounding lava and the center lava flow. Dash with caution.
The sand castle features open space and draws attention to the top of the center castle, allowing for a “King of the Hill” style of gameplay.
Boxed and slippery, this ice/steel level has both high ground and low ground elements that keep combat close quarter but also slippery on surfaces.
No where to run, this level forces combat toward the center. Dashing is dangerous with very little landing ground and imminent death by lava, so one-hit kills or evasive dodging are keys to staying alive.
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