Making Of – Valhalla Combat:
Diving deep into network programming using custom-built TCP socket connections in C# with Unity 3D, this multiplayer card game was developed as part of an academic project at UNISINOS University, Brazil. Over six months of development, the project focused on creating a robust networking solution without relying on third-party plugins, delivering real-time peer-to-peer interactions and turn-based gameplay.
Technical Highlights:
- Custom Networking Solution: Built entirely from scratch, using direct TCP socket connections to facilitate stable and low-latency gameplay between players.
- Network-Driven Gameplay: Direct peer-to-peer setup without third-party plugins, providing hands-on experience with core networking concepts.
- C# with Unity 3D: Developed using Unity’s powerful engine, with external 3D assets and visual effects to enhance the immersive experience.
Game Description:
One last night before Ragnarok, the Gods of Valhalla gather for a final game — not of fate, but of strategy. Manipulating their human armies through dice rolls and powerful magic, the Gods play with destinies in a high-stakes battle of wits and chance.
Gameplay Mechanics:
- Player Setup: Players select three combatants from a pool of six (two warriors, two archers, and two mages) along with three to five spell cards to use in battle.
- Turn-Based Structure:
- Draw Phase: Players draw from their selected spell cards.
- Magic Phase: Players use spells strategically to influence the outcome of the battle.
- Combat Phase: Combatants engage in one-on-one battles, with players taking turns to attack or defend.
Combatant Attributes:
- Life: Determines how much damage a combatant can endure before being defeated.
- Damage: The offensive power of a combatant during attacks.
- Agility: A key attribute that affects the number of dice rolled during combat actions, influencing attack and defense success rates.
Explore more details on this custom network-driven project and its unique approach to turn-based strategy:
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