A fast-paced, parkour-based arena shooter with momentum-driven movement inspired by Titanfall and Quake. Gravity can shift mid-match, creating a constantly changing combat environment. Players collect weapons placed throughout the map and engage in ability-based combat using tools, debuffs, and power-ups. The game is set within a retro-inspired sci-fi world.
Win_Loss_Conditions
GAMEPLAY: Time/Score based PVP deathmatch in an arena style map.
Victory
Meet score requirement or have highest score when the timer ends.
Defeat
Fail to have the highest score by the end of the match.
Unique_Identifiers
Fluid and momentum-driven movement
Shifting gravity
Equipable guns and abilities
Feature_Priority_Matrix
Must_Have
Critical
Core movement, combat, match system, small number of guns (hitscan, projectile, tracking), shifting gravity, base player model.
Want
High_Priority
Sliding and wall running, abilities, customizable match system, dynamic lighting, animations, sounds, music.
Extended
Stretch_Goal
Lag compensation and advanced networking, adjustable player limit, additional player models, additional maps (different sizes).
02_GROUP_MANAGEMENT_PROTOCOLOLS
Team_Members
Joshua CastanedaGraphics / Physics
Cedric-James DavidGameplay / Network
Guthry HahmGraphics
Daniil KatulevskiyPhysics / CI
Jolina LeongART / Modeling
Jacob RonerGameplay / Integration
Scott SemtnerNetwork
Comm_Channels
link_Platforms
GitHub Projects // Discord // Google Drive
Sync_Schedule
Tue / Thur @ 1230 Hours
Decision_Logic
“Consensus-Driven with Leaders making final code decisions. ”
Schedule_Management
Semi-weekly meetings - audit progress and manage scope.
Reporting_Struct
Weekly group reports managed by Jacob - Weekly individual reports produced by each member.
03_PROJECT_DEVELOPMENT
groups
Dev_Roles
Graphics
Networking
Physics
Gameplay
Art
Pipeline/CI
construction
Tooling
C++ 23 / OpenGL and SDL
Clang tools / Blender
bug_report
Testing_Protocols
Iterative Play Testing + Unit tests for components.
description
Documentation
Internal Dev Logs + External Player Manual, all in markdown.
04_PROJECT_SCHEDULE (MILESTONES)
High_Level_Timeline
W_03
Stitched Prototype
Simple core components - graphics, networking, and physics.
W_05
MVP Baseline
First playable loop with basic UI elements.
W_10
Final Product
Testing + GM build ready for demo.
Weekly_Delta_Logs
Summary
Initial team brainstorming, project direction discussions, repository setup,
discord setup, and project specs.
Summary
Core components for local only game: Camera, objects, movement. Build foundation for Client-Server achitecture. Concept game theme and character/weapon designs. Implement basic game components.
Summary
Stitch graphics and networking components. Implement textures and lighting. Develop Client server sync. Begin on fundamental physics components. Begin modeling character and weapons. Implement initial match loop.
Summary
Improve the physics system and implement the gravity mechanic. Expand networking to support higher-level sync between players and game state. Contine developing 3d models. Refine gameplay loop for smooth core combat and movement interaction.
Summary
Complete MVP with playable multiplayer deathmatch loop. Finalize core gameplay systems, like spawning, scoring, match timer, and win condition. Add additional guns and abilities. Integrate character and weapon models. Refine movement and combat.
Summary
Expand the ability system with at least one or two functional abilities such as grappling hook or jet pack. Improve gun balance and combat experience. Polish the gravity-shifting mechanic so it works reliably in multiplayer. Integrate map. Begin testing for major gameplay or networking issues.
Summary
Improve network sync and reduce noticeable desync during combat and movement. Add physics interactions for wall running and sliding. Add UI elements such as score display, timer, and match state feedback. Polish graphics, lighting, and visual clarity. Playtesting to evaluate pacing and fun factor.
Summary
Finish the main planned weapons, abilities, and player systems. Complete the primary map and environment art pass. Add remaining audio/visuals for weapons, movement, and abilities if time. Finalize customizable match settings. Begin prioritizing bug fixes and identifying which stretch goals can be implemented.
Summary
Complete integration of all major systems into a stable build. Add any additional strech goal items. Focus on bug fixing, performance improvements, and resolving gameplay issues.
Summary
Polish the final game build for presentation. Fix remaining high-priority bugs and improve usability where possible. Improve documentation and ensure the repository is organized. Prepare the final web page.