
3 projects of unity development, not very long
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Description
Experience Level: Entry
I have 3 unity projects that I need done by Saturday. They are not too difficult and for a skilled developer I’m sure it will be easy for you. If you can only do 1 or 2 of them by Saturday that’s fine too.
Project 1: Create a battle arena with either procedural generation or using sizeable cubes with randomisation, the arena will need to be created automatically when the simulation starts. Also the arena should have noise function and different tiles that will provide variation over the cost of the pathfinding.
Add a player in the game. Use similar size cubes for the player and make it different colour compared to the walls. Also make one of the 4 vertical sides red to differentiate that this is the front view of the character. Add code functionality to the program so that the player can move up-down-left and right (adding diagonally move too) using either keyboard (WASD or arrows) and include collision with wall tiles.
The player should have some Health Points, and be able to shoot bullets (use small spheres for this). You will need to add collision on the bullets for walls end enemies. Collisions must be developed by script – i.e. Do not use direct the physics from the Unity engine
For the grid you can use either Regular Grid movement (both player and AI) or move to Arbitrary design and Look Up Tables.
You will need to incorporate Pathfinder in one of the enemy types to chase you from the beginning of the game.
You can use any two of the pathfinder algorithms listed; A*, Dijkstra’s, BFS to simulate the enemy Bots behaviour.
For the movement you can use either Arbitrary or Regular Grid design.
Each bot should have some Health Points and option to fire bullets to if in distance.
Bots should not be able to occupy the same tiles.
Bots should be able to find path around other Agents
Collision should exist with bullets and walls/sand tiles
At all times an indication of the Agent ID and HP should be displayed. This can be done either on top of the bot or as a legend at one corner.
A second enemy type must also be created You will need to design an interesting combination of FSM’s for this type of bot (should be different) to simulate their behaviour. Control of the Bots behaviour should be done based on some probability thinking and weight combination.
Project 2: The objective of this project is to build a simple network ready battle arena game for up-to-four players You will build the game in Unity and host the game via the backend solution Photon. The implementation of the game will follow a prescribed path.
The focus of this project is making the game network ready and (at least) a two-player game must be demonstrable.
The game must:
● Take place in an enclosed arena
● Start with two or more (up to four) players
● End after a given timeframe
● Register how many times each player dies during a round
● Announce the winner (player with the most kills) at the end of the round
● Remove player from game if a player disconnects or times out
● Provide option to play another round after the round has finished
The player tank must:
● Move in 8 directions based on user input
● Fire a projectile forward based on the direction it is travelling based on user input
● Take damage when hit by a projectile
● Die and be respawned when damage is greater than hits and the game is still in play
The Network Manager must:
● Send and receive data packets between all clients for each round
● Keep a tally of each client’s score for each round
● Register each client to ensure projectiles can hit them
Project 3: Using Photon you are going to develop a basic battle arena game into a Beta release version.
By creating customisable player profiles and enabling chat functionality you will build social elements to the game. By implementing features such as leader boards you will be establishing Gamification elements. By adding encryption to your persistent data, you will be adding security to the final release candidate.
Create and store customisable player data that writes out to a JSONtextfile
Enable a chat between players
Create a server-based or P2P leaderboard that can record rounds won.
Project 1: Create a battle arena with either procedural generation or using sizeable cubes with randomisation, the arena will need to be created automatically when the simulation starts. Also the arena should have noise function and different tiles that will provide variation over the cost of the pathfinding.
Add a player in the game. Use similar size cubes for the player and make it different colour compared to the walls. Also make one of the 4 vertical sides red to differentiate that this is the front view of the character. Add code functionality to the program so that the player can move up-down-left and right (adding diagonally move too) using either keyboard (WASD or arrows) and include collision with wall tiles.
The player should have some Health Points, and be able to shoot bullets (use small spheres for this). You will need to add collision on the bullets for walls end enemies. Collisions must be developed by script – i.e. Do not use direct the physics from the Unity engine
For the grid you can use either Regular Grid movement (both player and AI) or move to Arbitrary design and Look Up Tables.
You will need to incorporate Pathfinder in one of the enemy types to chase you from the beginning of the game.
You can use any two of the pathfinder algorithms listed; A*, Dijkstra’s, BFS to simulate the enemy Bots behaviour.
For the movement you can use either Arbitrary or Regular Grid design.
Each bot should have some Health Points and option to fire bullets to if in distance.
Bots should not be able to occupy the same tiles.
Bots should be able to find path around other Agents
Collision should exist with bullets and walls/sand tiles
At all times an indication of the Agent ID and HP should be displayed. This can be done either on top of the bot or as a legend at one corner.
A second enemy type must also be created You will need to design an interesting combination of FSM’s for this type of bot (should be different) to simulate their behaviour. Control of the Bots behaviour should be done based on some probability thinking and weight combination.
Project 2: The objective of this project is to build a simple network ready battle arena game for up-to-four players You will build the game in Unity and host the game via the backend solution Photon. The implementation of the game will follow a prescribed path.
The focus of this project is making the game network ready and (at least) a two-player game must be demonstrable.
The game must:
● Take place in an enclosed arena
● Start with two or more (up to four) players
● End after a given timeframe
● Register how many times each player dies during a round
● Announce the winner (player with the most kills) at the end of the round
● Remove player from game if a player disconnects or times out
● Provide option to play another round after the round has finished
The player tank must:
● Move in 8 directions based on user input
● Fire a projectile forward based on the direction it is travelling based on user input
● Take damage when hit by a projectile
● Die and be respawned when damage is greater than hits and the game is still in play
The Network Manager must:
● Send and receive data packets between all clients for each round
● Keep a tally of each client’s score for each round
● Register each client to ensure projectiles can hit them
Project 3: Using Photon you are going to develop a basic battle arena game into a Beta release version.
By creating customisable player profiles and enabling chat functionality you will build social elements to the game. By implementing features such as leader boards you will be establishing Gamification elements. By adding encryption to your persistent data, you will be adding security to the final release candidate.
Create and store customisable player data that writes out to a JSONtextfile
Enable a chat between players
Create a server-based or P2P leaderboard that can record rounds won.

Ashraf A.
100% (1)Projects Completed
1
Freelancers worked with
1
Projects awarded
100%
Last project
21 Jul 2023
United Kingdom
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