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Cyberdemic
Overview

Developed in a team of 4 over a course of 5 months alongside other modules, Cyberdemic is a co-op 3rd Person Shooter game that can be played with up to 4 players.

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Players can explore the vast world of Edra, a land filled with chaos overrun by machines known as the A-mechs. These machines are highly intelligent with animal instincts that will attack any humans that they find. Players play as part of the Resistance team who have recently been ordered to seek out and obliterate the A-mechs.

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The game features a multiplayer lobby system, a cover system, an assault rifle as well as enemies that shoot and strafe around the player.

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My Contributions
Multiplayer Networking

I implemented the multiplayer functionality with Photon Bolt, a third party multiplayer networking solution. It was my first time creating a multiplayer game so I had to learn how to use it as I developed the game. I made sure that players could connect to a public game and that all gameplay mechanics synced across all instances of the game, such as muzzle flashes & sounds playing appropriately and updating of player & enemy positions & states.

Guns

In addition to basic mechanics such as shooting & reloading, I also tried to make guns feel as realistic as possible to the best of my ability.​ To achieve this, I first studied how guns feel & shoot in various games such as Tom Clancy's Rainbow Six Siege & The Division before moving on to implement our gun mechanics such gun spread and recoil which vary depending on how long the gun is continuously fired.

 

Although the only gun seen in-game is the assault rifle, I had also actually implemented the logic necessary for creating 2 other gun types, the shotgun & sniper rifle. Unfortunately, due to lack of development time we had to cut those new guns out of the game.

Playable Character

This is the main character that player plays as. He is able to move around, shoot & reload guns, revive teammates & refuel the payload. When health drops to zero, the player enters an incapacitated state and will proceed to bleed out unless revived by another teammate. Respawning happens a few seconds after death near the payload.

Cover System

Players can enter cover if the cover is high enough. There are two types of cover, low cover & high cover. The difference between the two cover types only reflects through animations. Gameplay-wise, they are the same. While in cover, players can peek out to shoot with higher accuracy & less recoil or blind-fire with increased bullet spread.

Enemy AI

The AI in the game is pretty simple. They patrol about until they detect the player, after which they will enter a combat state. When in combat state, they will shoot the player in bursts, strafe around the player and retreat when the player gets too close. They will also shoot randomly in the player's direction if the player is in cover and may also decide to head towards a location where they have a clear line of sight to shoot the player.

First Playable Mission

The first mission's objective is to escort a payload to the next nearest outpost. As such, this involved creating a payload which can be destroyed by the enemy AIs and having it move along a path and stop whenever enemies come near it. Along the path, the payload also runs out of fuel so players will have to defend & refuel the payload in order to progress. The mission concludes when the payload has reached the next outpost.

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