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Mole Royal

mole royal

GAMEPLAY PROGRAMMER, UI/UX, NETWORKING
DEVELOPPER

STUDIO : HUNGRY CATS GAMES
RELEASE : 24-03-2024
PATFORM : PC
TEAM SIZE : + 2
ENGINE : UNITY ENGINE

MOLE ROYAL – DEMO

ABOUT MOLE ROYAL

MOLE ROYAL IS A MULTIPLAYER WHACK-A-MOLE GAME MADE IN THE UNITY ENGINE. Take on the role of a skilled Mole Basher and team up with 2 to 4 players to dive into the ultimate competitive experience. Your mission? Outwit, outmaneuver, and out-whack your opponents as you face off in frantic mole-bashing battles.

DESIGNING A MULTIPLAYER GAME

RESEARCH AND DOCUMENTATION

CORE PROGRAMMING IN C#

BUILDING THE GAME

POLISH,PLAYTEST AND RELEASE

CORE INFORMATION

To begin with i configured the NetworkManager component to manage network connections. Network Variables were employed to synchronize data, such as player skins and positions, across all clients.

I integrated Unity’s Lobby services to handle player connections and matchmaking. Using the Lobby SDK, I implemented functions to create and join lobbies, ensuring players could connect and interact in a multiplayer environment.

To maintain synchronization, I monitored the lobby for changes in player connection states and updated the game state as needed. This setup ensured a seamless multiplayer experience by combining network management, data synchronization, and efficient matchmaking.

The game is a multiplayer twist on the classic whack-a-mole. Players aim to score as many points as possible by completing quick-time events (QTEs) and avoiding explosive or point-stealing moles. Potions add strategic depth, allowing players to steal opponents’ points, counter attacks, and more, offering a variety of tactics to outplay their rivals.

Here’s a list of the features :

  1. Enemy Spawning
  2. Life System
  3. Points System
  4. Quick-Time Events (QTEs)
  5. Player Position Tracking (Data Synchronization)
  6. Data Synchronization
  7. Attacks
  8. Blocks
  9. Slow Down Mechanism
  10. Explosions
  11. Skins Manager
  12. Lobby Manager (Data Synchronization)
  13. Server Creation
  14. Dynamic Position Chart (Data Synchronization)
  15. Podium Page (Data Synchronization)
  16. UX and UI Design
  17. Additional Features

For Mole Royal, I envisioned adding a feature where character abilities are influenced by the environment. Depending on the character or skin, certain abilities would be enhanced or diminished based on the surroundings, adding a layer of strategic depth and variety to the gameplay.

Unity’s lobby services posed one of the most formidable challenges throughout the development of Mole Royal. Navigating the intricacies of lobby creation, player matchmaking, and seamless connectivity demanded extensive research, experimentation, and iteration. Overcoming this hurdle required not only technical expertise but also a deep understanding of networking principles and player interaction dynamics.

During the development of Mole Royal, I utilized Git for version control. Git was instrumental in managing the project’s codebase, tracking changes, and maintaining an history of all modifications. This version control system enabled me to:

Branch: Experiment with new features and ideas in isolated branches without affecting the main codebase.

Backup and Restore: Ensure the project was safely backed up and could be restored to any previous state if needed.

RESPONSABILITIES

RESEARCH

Unity’s Netcode service, Lobbies and Relay were the most time consuming to learn.

CORE AND MULTIPLAYER

This setup ensured seamless player connections, real-time data synchronization, and efficient matchmaking.

CREATING A FUN EXPERIENCE

Every aspect of the game underwent multiple iterations to ensure a smooth and enjoyable player experience.

POLISH AND FINAL PRODUCT

After extensive playtesting by friends and coworkers, many features were refined to ensure a fun and engaging experience.

“With a fair understanding of the development pipelines in Unity and Unreal Engine. My practical experience showcases a keen understanding of the game development process.
Additionally, I have successfully navigated projects using engines like GameMaker, demonstrating versatility and fearlessness in embracing new challenges. “

LD.LEAROSEGAGNON@GMAIL.COM

QUEBEC, CANADA