TRIBOX
TRIBOX
MY ROLE: Lead Designer + Programmer
In Tribox, my main responsibility was setting up the basic networking infrastructure and feature infrastructure, according to my own design of the game that I concepted amongst the team.
To that end, I created the map management code and the maps, the spawnable objects and their features, the interactive tool gun and its features, and the needed UI elements for each of the contributes features and content.
Overall, the goal was to provide a platform in which any developer can come and contribute to the project- adding in their own taste of whimsy.
ABOUT MY WORKFLOW
From the beginning, we established a target of multiplayer interactivity. To that end, we made sure that all elements of the game were built from the ground up with multiplayer functionality in mind.
Up to and including the map I made for testing various functionality, which was created with vertical-focused FPS action in mind, using a Triplanar texturing technique I utilize for quick environment design.
PRIMARY CONTRIBUTIONS
MAP STRUCTURE AND DESIGN
As the game is intended to be able to be enjoyed in multiple ways, it was important to be able to make a dynamic map system that can manage different modes of play.
To this end I developed a map creation structure that allows developers to add in whatever objects they choose in the scene file, even including spawnable objects and various other tools, such as equipment spawners and player spawn locations.
This way, I, and other designers, can make maps that encourage players to play the game in different ways. My current focus is on developing fun, low-competition, deathmatch focused maps, and maps that inspire creativity.
TOOL GUN AND EQUIPMENT CLASS
Building on the core design concept of interactivity, I designed and programmed the main method of interacting with the various objects in the game: the Tool Gun!
Primarily inspired by Garry's Mod's own Tool Gun feature, it allows players to scale, duplicate, combine, edit, etc., the data of different objects.
On the developer side, it features hot-swappable modes, that can be removed and added to with ease as the game's scale increases.
Similarly, the Equipment Class was built such that input is pre-networked and pre-distributed to the correct equipment, allowing developers to easily create new equipment by utilizing the member functions.
SPAWN MENU
Because of the scale of planned additions, the spawn menu had to be built to plan for an increasing amount of content.
I designed the menu to be able to take in any number of new objects, with minor readjustment required.
The spawn menu also contains the ability to switch the active mode of the tool gun, and set up the infrastructure that would be needed to allow player UI to communicate with the server and alter or monitor player controlled data.
PLAYER AND PLAYER INFRASTRUCTURE
One of my most important contributions, I created the infrastructure for the player, and the player themselves.
After I designed the capabilities the player would have, which were the ability navigate 3D space in a manner similar to an FPS, be able to handle innumerable different equipment, and be able to spawn objects, I immediately created the groundwork.
Focusing on a network structure that allows clients to only control their input, I created the infrastructure for input management, equipment management, player camera and navigational movement, equipment usability, UI information communication, and interaction with the spawn menu, as well as the health and death systems.
The primary goal with all of these systems were to lay down the main design of the game, while allowing for free use and interpretation of mechanics by other developers.
*Model was created by ELijah S.O., inspired by Katamari.
Tribox is a game all about putting in individual developer spirit! Feel free to reach out if the project interests you.
Multiplayer Spawner - built with a focus on level-designer friendliness. Checks for nearby players, and is easy to use in level!
Equipment Spawner - Also built with a focus on level-designer friendliness! Simply plug in the target scene, and itll generate preview with a nice animation.