Berkay 
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Crystal Wars

🚀 Internship Project

About

During my internship at Game Circle, I designed and developed this complete multiplayer online game from concept to near-finalization.

Trailer

Description

Gather Resources, Upgrade Your Stats, Buy New Skills, Protect Your Crystal, Destroy Others' and...NO MATTER WHAT BE THE LAST STANDING!

Game Design

At the beginning of the development process, I designed a Game Design Document (GDD) to establish the game's core mechanics, systems, and progression structure. Creating a structured GDD helped in defining clear development goals, balancing game mechanics, and facilitating communication within the team.

GDD PDF

Game Design Document

by berkayw

View PDF
Photon Integration

To implement real-time multiplayer functionality, I integrated Photon PUN into the project. The first step was synchronizing player position and animations.

Photon Test
Island Generator

To automate map generation, I developed a automated island placement system. The script evenly distributes islands based on player count by using trigonometric functions (sin, cos).

Photon Test

When you know one angle and the lengths of two sides adjacent to it in a triangle, you can use trigonometric functions (sine, cosine) to calculate the unknown side lengths.

Calculating Side Lengths in a Triangle
crouch stand curve

The system arranges the islands in a circle around the center island. Each island's position is calculated by using the distance from the center (radius) and the angle between them. The islands are evenly spaced.

Island Generator Explanation
crouch stand curve
IslandGenerator.cs
Gameplay Features
Player Lobby

Players can create or join lobbies, set a "Ready" status, and start the match when all players are prepared. The system synchronizes player states across all clients, ensuring a smooth multiplayer experience.

Lobby
crouch stand curve

Combat

The game features an auto-combat system where players automatically attack other players when within range. If the player has special abilities, they are triggered dynamically based on combat conditions. The combat logic utilizes raycasting and area-based detection algorithms to determine valid targets within attack range.

Auto Combat

Skill Shop

Inspired by TFT-style mechanics, the skill shop provides randomized skill and stat upgrades. Players can either purchase upgrades or roll for new options using a reroll mechanic. This adds a layer of strategy, as players must decide whether to improve their current build or gamble for better abilities.

Shop
crouch stand curve

Resources

The game world contains resource generators for iron, gold, and diamonds at specific locations. These resources spawn periodically and can be collected by standing near them.

Iron Generator
crouch stand curve

Phases

The game consists of time-based four distinct phases, each modifying the map layout and gameplay dynamics:
Phase 1: Players have limited access to Mini Islands, allowing early-game resource accumulation and minor skirmishes.
Phase 2: Bridges to all islands open, enabling cross-map combat and access to Center Island.
Phase 3: Mini Islands collapse, reducing available space and increasing confrontation likelihood.
Phase 4: Only Center Island remains, enforcing a final battle scenario with combat pressure mechanics.


WebGL PC&Phone Support

The game is optimized for WebGL deployment, ensuring cross-platform accessibility on both PC and mobile devices. UI/UX elements are dynamically adjusted based on device resolution and input type.