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INDIVIDUAL CONTRIBUTIONS
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Helped and encouraged my team to brainstorm solutions together.
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Wrote essential game blueprints like flags and playable characters.
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Managed breaking down of high level tasks given by project leads and assigned those tasks to programmers who fall under me.
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Communicated across disciplines in a 50 person team. for example, talking to artists about animation doubts and issues or asking level designers about their needs (any variables that they'd need access to, tools they need)
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Resolved Unproductive conflicts as soon as possible
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Maintained all blueprint code that fell under me.
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Preserved vision of the game among my team


Auxillium Features
FEATURES WORKED ON
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Flag pick up and drop
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Scoring System
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Infiltrator class character shooting
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Infiltrator class character dash ability
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Spatial Sounds
Flag Pick Up
In a single player game, picking coming up is as easy as destroying the actor once the player enters it's trigger volume. Since this game is networked, server is king, so there is a little more nuance to even something as simple as picking up a flag. Hence in a networked game, picking up the opposition flag works something like this: -
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Player touches opposition flag trigger in his game.
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Player's game tells server that the flag has to be picked up.
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The server upon receiving that request asks every client to pick up the flag.
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Player's game (also all clients) then finally: -
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destroy's the flag.
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turns a "has flag" bool on the player on.
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plays the appropriate sounds.
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Flag Drop
The flag is said to be dropped when a player who possess a flag is killed. Again, in a single player game this is very simple to do but in a networked game this logic gets a little more complex. Events that happen after a player possessing a flag has been killed are as follows: -
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Player's game tells the server that the player has been killed. that is, his health has gone to 0 to below that.
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The server upon receiving that request asks every client to drop the flag.
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Player's game (also all clients) then finally: -
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Spawns a flag of opposition type where the player has died.
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Destroys the player actor and start respawn timer.
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plays the appropriate sounds.
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Infiltrator class character shooting
Shooting is done by just spawning a projectile actor whenever the shoot button is pressed. In a networked game though,the flow for this is as follows: -
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On Player pressing shoot button, the game asks the server to ask every client copy of the player's character to shoot.
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Server does a multicast which changes a "IsFiring" boolean to true.
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On tick of each player(every client), it checks if the "IsFiring" bool is true or not. If it is then it spawns appropriate projectile( a throwing knife in my case).






