Camp Champ is a local multiplayer 2 versus 2 chaotic capture the flag game.
I worked on this project in my second year of CMGT at Breda University of applied sciences. The project had 14 team members, of which 4 were programmers.
Project page: https://buas.itch.io/camp-champ
It gave me experience with local multiplayer game development. There are many more things you need to account for when there are more than one player. It was nice to start with local multiplayer before jumping right into networked multiplayer. I got more confident with the concept of having two or more players. I also found a great passion in developing these kinds of games.
This was my first time working with a proper producer and Jira. This was a great experience, making the development process a lot more efficient. I got to learn how Jira and scrum in combination with a good producer can be used effectively to increase the efficiency of team members, and make a better product in the end. This was not my first product using scrum.
I learned to deal with conflict within the team. In this case it was by giving my opinion in a subtile way so no party would be offended.
Working in a larger team (14) was great experience as I moved into a more specific role, instead of being more of a generalist. This allowed me to learn and grow more into the specific role that I am interested in, gameplay programming. It also taught me how to better communicate in a bigger team environment.
We knew our game would not be needing a large number of weapons. Because of this, when designing the weapon system, I knew it did not have to scale well.
There were a number of possible approaches. I went with an approach that uses the unreal engine data tables, since this neatly organizes all the data of each weapon, while we can access this data simply using the name of the weapon.
The system supports both projectile- and place-able weapons.
Designers can easily add new weapons and have them spawn within the game automatically.
Below is a video of uncut footage, where you can see the weapons in action
In the team, I was responsible for making the game as "juicy" as possible. These are all small implementations that add up to a game that feels much more smooth and satisfying to play.
I worked on things like:
Animation implementation
Camera and controller shaking
UI animations
Hand-held weapons & flag
You can see all this in the video below.