← Back to project summary All Outta Gum
A closer look at what it is, what is in it, and what I built.
Smash, grab, and burn through it
- Chests keep appearing at random spots around the arena. Break one open and it drops a weapon for whoever gets there first.
- There are three kinds of chest. A plain chest usually holds a common, an uncommon chest usually holds an uncommon, and a rare chest always holds one of the three rares.
- Every weapon has durability that drains every second you carry it and drops again with every attack. When it hits zero the weapon is gone and you are back to your own basic attack.
- Get knocked out and you respawn with three seconds of invincibility, then it is straight back to the chests.
22 weapons, three rarities
- Nine commons: the Pistol, Assault, Uzi, Shotgun, Canon, La Bomba, Bounce, Basic Sword, and Basic Maul.
- Ten uncommons, including an Ice Blaster that slows whatever it hits, a Poison Arrow that keeps poisoning after it lands, homing Magic Missiles, a heat-seeking Missile Launcher, the Fire Belcher's steady stream of flame, and a Laser beam that burns through anything it touches.
- Three rares: a Railgun that charges up a screen-piercing slug, a Helix Staff that fires twin bolts in a double helix, and the Basic Glaive, which bounces off its target and turns into a whirling vortex.
- The main menu has a weapon gallery that remembers every weapon you have ever picked up, sorted by rarity, with a description on each card.
Eight fighters
- Fire Lord Zhang lobs a Zhapalm Cannon that leaves a burning puddle, charges a Z-Dash that explodes at the end, and sets enemies ablaze with basic attacks.
- Electronson plants Tesla Coil rods that arc lightning between each other, and throws a Lockdown field that briefly locks enemies out of their special abilities.
- Dungeon Master Dickinson channels an Arcane Ritual for two seconds and, if no one lands a hit in time, casts one of three random spells: rings of death, a laser cannon, or an explosion. A Sphere of Denial destroys enemy projectiles that fly into it for seven seconds.
- Werewolfe slashes with Wolfebite, sends out a Packmate wolf that bounces off walls and runs straight through enemies, and howls Alpha's Call to make the whole pack faster and stronger, allies and wolves included.
- Captain Clutchins cuts through everyone in the way with Headwind, throws a Maelstrom whirlpool that drags enemies in, and has a one in three chance on every punch to knock the weapon clean out of an enemy's hands.
- Spectrilliam throws a flask of William Wine that leaves a puddle boosting the team's armor and damage, and plants a Spectral Servant that goes after anyone who comes too close.
- The Director stuns everyone nearby with Que Snap and pulls out a pocket pistol called CRAP for a quick shot.
- The Backprophet earns nanites by fighting and spends them: Twisted Cathedral reflects incoming damage back through nanite tentacles, and Bulwark builds a wall out of nanites.
Ways to play
- King of the Hill: stand in the zone at the center to fill your team's bar. Two teammates on the hill score more than twice as fast as one, and while both teams are on it, nobody scores.
- Team Deathmatch: every death puts a point on the other team's board, and the team ahead when the three-minute clock runs out wins.
- Stocks Match: everyone gets three lives. Knock out the whole other team to win, or have more lives left when time runs out.
- Online, one player hosts and the other joins by IP address, and each machine can bring two players on split-screen for a full 2v2.
- On the couch, two players join by pressing a bumper or Space. Bots fill any empty slots up to a 1v1 or a 2v2, finding their way around walls, hunting down chests and weapons, and switching between melee and ranged fighting.
- Four arenas: Clutchins Keep, the close-quarters Clutchins Quarters, the Electrodome, and Zhang's Fire Temple, the home of King of the Hill.
Behind the game
- A two-person project with Ben Smith, built across two semesters of a network games course: first as a local game structured for networking from day one, then moved onto Netcode for GameObjects with the server as the authority on damage, weapons, and scoring.
- I built the AI opponents (a priority state machine on grid-based A* pathfinding), the game modes, most of the online lobby, loading, and rematch flow, the chest, pickup, and weapon durability systems, the buff system, the weapon gallery, and the arena tilesets. I also added Captain Clutchins, The Director, and Werewolfe, and wrote Dungeon Master Dickinson's spells.
- Ben built the original event-driven architecture, player movement and the client-side prediction that keeps it smooth online, the stat and status-effect systems, The Backprophet, and the CRT screen shader. By line count, about 60 percent of the final code is mine.