Here I'm running 2 instances of Battle Gear and playing through the local network on my computer. Its a bit goofy since both games are reading my inputs so they move in unison but its the best I can capture on my own.
BattleGear is a vehicular combat game where the goal is to destroy the opponent by any means necessary. Blast the opponent with your weapons while dodging theirs. 2 players enter, only 1 will leave.
Game Engine - C++
Target Platform - PC
Team Size - Solo
Timeline - 2 Months (Engine developed over 4 months)
Graphics System capable of rendering visuals in OpenGL or D3D
Content Pipeline including a Maya plugin to export meshes in a custom format and a lua script to build object data into binary files for faster load at runtime
2-3 Player Networked Multiplayer, Network System written by Roberto Reynoso
Highly customizable physically based vehicle movement with parameters for acceleration, brake strength, wheel friction, and more, as well as options for drive train, number of wheels
3 Weapons equipped to each players vehicle with varied projectile movement and damage
Obviously this game is pretty unpolished visually and I'll be the first to admit the networking is fairly laggy over even a wired connection between two different computers but considering I created all the game logic, visual assets and shaders, content pipeline, graphics system and gameplay networking code, I'm pretty proud of how well it works. This is I think my first real attempt to create my own game engine capable of running a game more complex than pong or doodle jump and I definitely learned a lot about code architecture, system and api design, and how to make better decision overall as a programmer.
If you want to see more thoughts on system design as it relates to building the engine for this project you can go here: BattleGear EngineÂ