289-795-3978
I am Manar Ajhar
mARbles
Multiplayer Game
Gallery
Featured Showcase

This token was used to spawn the assets in the game.

This is the lobby of a game session. This is where the players join a game.

As you can see, the marble with the white arrow on the top is the player marble. All the other marbles are the opponent marbles. The red arrow indicates where the player will be directed. It is related to the position and orientation of the camera.

The flare behind the red marble shows that the marble is attacking an opponent marble. The marble dashed in the direction of the arrow. And the border of the red button is refilling, until the time the marble can attack again.

The blue flare surrounding the red marble shows that the marble is defending itself from a possible attack. The defending moves happens when the marble spins. Also, the border of the blue button is refilling, until the time the marble defend itself from another attack.
About the Game
This is an Augmented Reality (AR) game. It is a multiplayer video game where players compete against each other and get points. The player with the highest number of points wins.
For this project, I was responsible for programming the networking for the multiplayer, spawning the arena and game in the AR environment, and implementing the scoring system.
For Networking, we used a package provided by Unity, called UNet. Using this package, I was responsible for syncing the score and information across the clients. For example, if there is a hit between the marbles, There will be a "HIT!" Text at the spot of the collision. Also, I was able to deliver status updates to certain clients, like "Marble 2 attacked you", or "You defended yourself against marble 3".
Another aspect that I worked on was the User Interface. I was able to create a triangle showing where the client's marble is in the scene, if it is in the camera's sight. Also, the farther the camera is, the smaller the arrow gets. However, if the marble is not in the camera's sight, the arrow will point to the edge of the screen, telling the player to move their phone to the arrow's direction.
I also worked on making the direction arrow for the players. The direction arrow will only appear at the player's marble. The marble's forward direction will be the opposite direction of the camera, so this arrow tells the player at which direction it will go to when it is attacking or moving. As the camera rotates around the scene, so will the arrow.
One thing I worked on is telling the health of the other marbles in the scene. Each marble can get three hits, and once they are hit three times, they re-spawn back into the scene. Just like using the technique of the white arrow, I used that method to tell the players the health status of the opponent marbles. The health is represented by the number of hearts. shown above the marble.