Halo-Like
fourth semester side project at S4G
fourth semester side project at S4G
This is side project is a 8 player split screen FPS inspired by halo 1-3. Its a learning exerise for me to learn about a lot of diffrent topics like ragdolls, addaptive sound (FMOD), multiplayer gamedesign, animations, enemy AI, balancing and so on. I started this project in february 2025.
List of some of the Features implemented:
15 unique Weapons
8 Maps
6 Gamemodes with multible varitations
8 player split screen with the option to connect multiple screens to the computer to split the players on to multible screens
A cooperative Gamemodes against AI opponents
Left Image:
Player on one laptop, 4 players on the big screen and 4 on the laptop.
Right Gif:
The game runs on a laptop hooked up on two screens. 4 Players on each screen
The current version of the game can be downloaded here
Why i started working on this
After the release of Halo: Reach (2010) the original developers (Bungie) stopped working on Halo, and a new team started working on it, which drastically changed the direction of Halo’s game design going forward. With this project, I wanted to build a game that is close to the Halo 3 design philosophie but with a lot of changes and additions to explore if this type of game would work in today gaming climat. That means that I analyzed a lot of the features of Halo 3 and asked myself, both in theory and in practice: what can be added, what can be removed and what can be changed?
One example of a controversial mechanic that i explored is dual-wielding. In Halo 2 and Halo 3, certain weapons could be used simultaneously, one in each hand. While fun, this created a design issue: every dual-wieldable weapon was intentionally weaker on its own, making them nearly useless in competitive play. For my project, I explored how weapons could remain viable both individually and in dual-wield mode, what trade-offs would come with that, and how this mechanic would affect the overall balance and feel of the game.
By making this game and playing it with a bunch of different people, I was able to discover my own answers to many design challenges while gaining deeper insight into both competitive and cooperative multiplayer game design while also learning how to prototyp these things in an efficent way.
I also used this Project in my final exam at S4G in which I implemented both online and 8 player local multiplayer simultaneously.