Posted May 06, 2025 by ThatTanishqTak
The Game is COMPLETE
Stabilized Team Formation
Resolved edge-case bugs in the team/role assignment logic to guarantee exactly one Driver and one Shooter per team every round.
Rockets feature distinct VFX, audio feedback, and cooldown UI so Shooters can time their shots strategically.
Added PowerUps to the game:
Per-Player Score Management
Created a ScoreManager that is server-authoritative, which keeps the count of the number of deaths the players have had
Each player has an on-screen TMP_Text HUD object showing their score in real time.
The final version of the multiplayer manager, this is the game object that will be present from the start of the game and will be carried forward throughout the runtime and will move from scene to scene
Within the final version of the game we have switched from using prefabs for bullets to using physics raycast, me and the other programmer came to this conclusion after testing the game and finding out that spawing so many bullets was causing lag.
With these final tweaks and polish passes completed, the primary gameplay loop—> lobby - to - role assignment - to - gameplaye - to - score accumulation - to - role switch.