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Dungeons
and
Dumbasses

A Co-op First Person Dungeon Crawler

About

Dungeons and Dumbasses is a comedy horror dungeon crawler for upto 4 players. Play as a Knight, Archer, Wizard and an Alchemist with innovative mouse-based controls. Set out on an adventure in search of glorious treasure while battling strange creatures, defeating bosses and solving puzzles

 

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Age Rating: 12+​​                     Platform: PC

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Engine : Unity 6.6                   Team Size : 1                                                       (And Freelancers)

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Popular Tags : Co-op, Multiplayer, Dungeon Crawler, Casual, Funny

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Promotional Material

Alpha Trailer

My Role 

Project Management and Game Design
  • Led the project while also handling some aspects of management, and deciding project timelines.

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  • Practised Agile Project Management and conducted daily scrums.

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  • Maintained a kanban board consisting of daily tasks, reviews, backlog and completed sections.​

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  • Discussed and pitched mechanics using the MDA (Mechanics, Dynamics and Aesthetics) framework as a means to organise the overall effect of the mechanics.

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  • Also broke down mechanics into further subsections using the GFI framework (Goals, Feedbacks and Interpretations) to elicit the subtleties of narratives from the elements of the game.

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  • Effectively optimised the development cycle for production cutting corners where necessary while preserving the quality of the game.

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Game Programming
  • Created the Player Controller using a Hierarchical Finite State machine and all its different mechanics like sliding, holding boxes ensuring they work in a network environment.

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  • Implemented a navigation system via guiding lines built on top of Unity's NavMesh system.

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  • Programmed the entire Tutorial Level teaching players the gameplay mechanics.

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  • Created Base Classes and Interfaces for all the equipable items and interactions in the game and callbacks for all the associated feedback mechanisms like VFX, UI and sound.

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  • ​​Used singletons, factory, observer and other patterns to ensure code was as decoupled as possible. Ensured cross communication with scripts was done by exposing properties rather than making everything public for safety.

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Network Programming
  • Developed a Client Authoritative Network architecture to facilitate multiplayer gameplay.

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  • Integrated Unity Gaming Services' Relay to allow for P2P networking while ensuring data encryption across clients.

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  • Created custom solutions to work around the constraints of working in a network environment like object parenting and syncing game states to all clients.

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  • Created a modular character select screen to allow for easy swappability and addition of newer characters.

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  • Handled spawning, despawning of all network objects as well as refactoring the Customer AI for network functionality through Remote Procedure Calls.

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  • Added a lobby code system to allow for joining sessions through a 6 digit aplha-numerical code.

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