Toybox Battles

Prototype of a multiplayer shooter where players play as one of two unique classes and face off in toy-themed battles that shift gameplay mid-match

Key Takeaway Developing multiplayer gameplay proved to be harder than anticipated

Multiplayer architecture posed entirely new challenges linked to code structure, replication and other unexpected engine-related behaviours.

EngineUnreal Engine 5.5

Team sizeSolo

Timeline3 weeks - Q1 2025

Overview

Highlights

Two characters designed for different player fantasies, each offering a unique gameplay experience
Gameplay shifting game mode designed to add a meaningful change to how players interact with the game and one another

Project

Design Goal

Build a multiplayer game that caters to at least two different player fantasies, with at least one ability to go with each fantasy.

Result - High Level

A prototype for a toy themed multiplayer shooter with two characters and a gameplay-shifting game mode

Core gameplay loop

Gameplay design

Challenge Two player fantasies

Meaningful differences that result in unique playstyles and experiences
Fitting abilities that cater to the character's playstyles

Solution #1 Scout character

Nimble but fragile character catering to players who enjoy quick gameplay with traditional ways of dealing DPS
Hook ability that enables the scout to traverse the map and access points not accessible to other characters
Pistol that allows the scout to engage enemies from vantage points enabled by the hook

Solution #2 Mover character

Slow but robust character catering to players who are interested in mixing combat with strategic elements
Throw ability that allows the mover to create cover for his team, remove cover for opponents, and flanking opportunities for themselves
Grenade launcher that requires a little prediction of where opponents are going because of the slower AOE shots. Has an alternative firing mode that shoots grenades with a single bounce.

Challenge Game changing game mode

Meaningful change that does more than speed up a timer or shrink the map

Solution Hide, push & pull

Leaning into the toy theme - a match is interrupted mid-game by a human, who players have to avoid. Any player caught by the human is removed for the duration of this stage.
Changes map traversal, as players have to stay hidden from the giant being threatening to eliminate them

Designed features, not implemented due to lack of time

Human hearing - using regular weapons attracts the human's attention and risks detection
Push & pull - use the character's abilities to push/pull enemies out of hiding so that they are detected by the human - changing the gameplay further from traditional combat