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TANKER was created using a PS5 DevKit and was used as a way for me to test my Unity skills by creating a multiplayer game where I developed everything myself including assets, textures, maps and mechanics.

 

Aside from the multiplayer one of the main focuses of this game was to explore what kind of features come with the PlayStation plugins and the DualSense controller. A lot of time was put into experimenting with different haptics and feedback the controller can give. Gyro Control. Trigger feedback, main haptic feedback, the touchpad, controller lights and the controller speaker were all utilized in different ways in the final iteration of the game.

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Main Game Features:

  • Local Multiplayer - upto four player splitscreen

  • Online Mulitplayer - upto 8 player online matches

  • 12 Weapon Types - a variety of unique weapons

  • Controller and keyboard support

  • Haptic feedback 

  • Gyro control

  • 5 maps - field, desert, tundra, city, volcano

  • ​Cosmetic customisation - over 20 cosmteic options

  • 5 game modes 

  • Customizable settings

Game Modes:

  • Team Deathmatch - Two teams of 4 players battle it out finding new weapons around the map. First to 25 kills wins. 

  • Gun Game - Up to 8 players spawn all with the same weapons, get a kill to move on to the next weapon, first player to get through all 12 weapons wins.

  • Free For All (FFA) - Up to 8 players race to be the first to get 15 kills

  • Capture the flag (CTF) - Two teams spawn on opposite ends of the map, each team must steal the other teams flag and return it to their base.

  • Regicide - A player is selected at random to be the king, they do double damage and have double health but are bigger, other [;layers must kill the king and steal the crown to become the new king. Players score points each second they hold the crown. First to 150 points 

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Development Issues

Tanker was originally an idea for an assignment at university. This was a team assignment and I ended up in hospital for 2 days when the project was assigned so I missed the team choosing process... This meant I was put in a team with other people who didn't attend the lecture but these were just people who skipped the lecture.

It was a team project so that one person would each work on music, gameplay, art/assets and level creation. 

 

After 3 weeks of me working on the team project on my own I spoke to my lecturer who wasn't very sympathetic meaning I had to complete 4 peoples worth of work for the same deadline with no compensation.

Over the course of the 6 week development my 3 teammates attended a combined 2 (out of 12+) sessions and I ended up completing the entire game on my own.

Though I would have rather had a functioning team, this project helped me learn to work with difficult people, work hard to meet tough deadlines and helped boost my confidence as I had to perform "team" presentations in front of 60 peers on my own.

(Reflecting on this I am thankful as in end my project received the highest mark on the course) 

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