Léonard Figuinha
Game · networking

Artificial Psycho

An online co-op shooter, written by five of us in first year — and the first place I had to make AI and networking hold together.

What I did

  • Multiplayer. Photon PUN rooms, player synchronisation, level loading and enemy population.
  • Enemy AI. Navmesh locomotion, detection sensors, shooting enemies and zombies, with their health and death.
  • In-game economy. Collectibles, loot sharing in multiplayer, and the balancing of the three levels.

Stack

UnityC#Photon PUNNavMesh

In pictures