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Cyberdemic

Game Development

Overview

Cyberdemic is a 4 player co-op shooter developed by a team of 4 over a period of 5 months. The project was a very valuable learning experience for me as it served as my first foray into the field of multiplayer. Additionally, the systems I was implementing required me to leverage my mathematical skills to the best of my ability to create equations to mimic gun recoil, bullet spread and the like.

Tech Stack

C#Unity3DPhoton Bolt

My Contributions

Roles

Lead Gameplay Programmer, Network Engineer

Multiplayer Networking

  • Implemented multiplayer functionality using Photon Bolt.
  • Enabled players to create and join public game sessions.
  • Ensured all gameplay mechanics and visual elements were correctly synchronized across networked clients.

Guns

  • Implemented core gun mechanics, including shooting and reloading.
  • Researched firearm feel and behavior from games such as Rainbow Six Siege and The Division to inform implementation.
  • Implemented dynamic gun spread and recoil systems that vary based on duration of continuous firing.

Playable Character

  • Implemented the main playable character with full movement, shooting, and reloading capabilities.
  • Implemented cooperative mechanics including teammate revival and payload refueling.
  • Implemented an incapacitation and bleed-out system when health reaches zero, requiring teammate revival.
  • Implemented respawn logic that places players near the payload after death if not revived.

Cover System

  • Implemented a cover system which supports both low and high cover.
  • Differentiated cover types through animations while maintaining consistent gameplay behavior.
  • Implemented peeking mechanics that allow players to shoot accurately.
  • Implemented blind-firing with reduced accuracy and increased bullet spread.

Enemy AI

  • Implemented basic enemy AI with patrol and combat states.
  • Designed combat behaviors including burst firing, strafing, and retreating when players get too close.
  • Added suppressive fire behavior when players are in cover.
  • Implemented line-of-sight repositioning to allow enemies to relocate for clearer shots.

Payload Escort Mission

  • Implemented a payload escort mission as the game’s first objective.
  • Developed a destructible payload that moves along a predefined path and halts when enemies are nearby.
  • Added a fuel system requiring players to defend and refuel the payload to continue progression.
  • Implemented mission completion logic triggered when the payload successfully reaches the next outpost.