In Arena:Earth, teams of 4 battle to the death on large arena maps based on different regions of the world, from cities, to the country, to the arctic tundra and more. The goal is simple: be the last team standing to claim the prize. When a team is knocked out, they receive prize money that can be spent on new weapons and upgrades depending on how well they place. A radar that starts out useless but slowly becomes more accurate aids teams searching for each other later in the battle.
Each team consists of 4 players each playing a different class. The classes include:
Sniper: A long range marksman who specializes in taking out enemies from a distance but is vulnerable caught up close.
Assault: The master of mid-range combat and heavy fire power.
Demolitions: An explosives and shotgun wielding support class who can set traps and gaurd his allies backs.
Infiltrator: Utilizing stealth and deception, the infiltrator can scout out areas unseen and sneak up on unaware targets.
As teams are eliminated, airdrops are dropped in designated areas that hold supplies vital to a teams survival and even a chance at bonus prize money of varying amounts. Capturing these airdrops and preventing enemies from reaching them can be essential to a team’s victory.
The game is currently in early development stages but is beginning to take shape. Multiplayer is functional and many toggles for server hosts who wish to customize their game are available. 3 of the 4 classes have a framework constructed with the Infiltrator’s position still in flux. Our main detriment is a lack of a 3D modeler to make the game look pretty but that will come in time. I’ll prepare a demo video of what we have so far within a short time. For now, some screenshots with temp graphics.
Server start screen set to defaults:
Sniper scope with render texture as seems to be standard in many Unity games now:
An example of hip fire maneuvering: As you can see, the camera is in the same place but the gun points and shoots different directions. Holding a button allows you to move the gun without moving the entire camera and therefore character. A laser pointer attachment will aid dramatically in hipfire accuracy for people who utilize it (guns in this game have the same spread from iron sights or hip fire, so a laser pointer doesn’t simply make a gun more accurate like most games do; its an actual utility for the player)
Currently, the only gun mounted attachment is the flashlight, shown here:
Thank you for your time! As a side note, if anyone here is interested in the project and feels they could help improve the graphics, feel free to contact me and we can discuss it further.