Wrecking Brawl Game

Wrecking Brawl is a 3d car-smashing online multiplayer game made with Unity which was available on Android, Linux and Windows.

This is the biggest project I had while at University. The goal was to make a modern version of a retro game, involving networking, in a team of 10 people, with a time limit of 4 months. Although challenging, this project thaught me many skills I have today and I am proud of what our team accomplished.

Each team member was assigned several tasks and responsabilities. I was responsible of:

  • The global structure of the game client
  • Most of the interfaces and menus
  • The client side friend system
  • The main gameplay: driving a car
  • The collision effects
  • Scene transitions
  • The garage (with somebody else)
  • Handling the controls on both the keyboard and on a controller, and adding the ability to remap them
  • The sound system
  • The translation system
  • The cameras
  • The client side lobby system
  • Hosting the server
  • Connecting the client to the server, sending packets and handling them back from the server in order to implement many features of the game (such as the friend system, the lobby system, etc.)
  • Building the game and making sure everything worked as expected

We hosted our project on our University's Gitlab in order to collaborate efficiently. I was the one who was responsible of handling issues, pull requests and merges into the different branches of the project.

At some point, I also setup a continuous integration system in order to build the game on all three platforms each time I merged new features into the main development branch. This was very useful because I also created a custom webhook in our Discord server to update the team about the build status (in progress, succeeded or failed) as well as the links to download the game after each build. Thanks to this, we were able to quickly test the game.

Prior to the active development of the game, I also made some concept art for the various user interfaces. The goal was to establish a general artistic direction for common elements such as buttons, arrows, and the global aspect of the game (for example if we have sharp corners or rounded corners, the color palette, etc).

Since the game was to be released in a short amount of time, some features we initially planned could not be done and other things could not be finished on time, which includes the full translation in English. In the screenshots and videos, the language was set to English but there is still many items missing translation.

Features

  • Online multiplayer game
  • Custom server (not using a Unity package for multiplayer)
  • Secure networking
  • Account system: create account, login, logout, ...
  • Chat between friends in the menus
  • In-game chat
  • 4 cars
  • Garage: cusomization of each car with colors and stickers
  • Debug informations
  • Friend system
  • Lobby system: custom lobby and online lobby
  • Two gamemodes
  • Power-up items
  • Collision effects
  • Particle effects
  • Menu animations
  • Controls remapping
  • Camera adjusting
  • Front and back views
  • Invite friends and play together
  • Spectator mode
  • Translation system
  • Vehicle deformation on impact
  • Visual effects

Gameplay video

The following footage uses two instances of the game connected to two different accounts to demonstrate more easily the gameplay.

Gallery

Settings

Friends

Lobby

Other (effects & more)

Concept art: user interface

Source code

This project was a team effort, the code is not yet available, and may never be. However, if you would like to, you can contact me and we can discuss about it.

#c##unity#3d#game#school‑work#team#multiplayer#networking#online#vfx#git#continuous‑integration#social