This is a multiplayer augmented reality game made in Unity with Qualcomm Vuforia, served by a custom Node.JS server instance. Each of 4 players own a "Base", a QR code located in close vicinity to the others. Mixed among those bases are weapon stores and health supplies. Each player carries an iPad with them, displaying AR information such as weapon types, and hearts which represent the observed base's health. With all bases registered, the players quickly run around the space, attacking other's bases through the iPad interface, reloading weapons, and trying to continually charge their health to keep their base alive. The winner is the last base with health remaining. Game play is quick and very fast paced, with a typical round lasting no more than 10 minutes. Each base (or player) has 10 HP, and a reload of a weapon only provides at a max 8 points of damage. Health is recharged at a speed of 1 hp per second. As would be expected, the game is a bit buggy. It seems that a single session works fine, however, subsequent sessions may require the app to be hard-stopped and or the server to be reset. On the unity side, I started with the vuforia examples, so the project is a mess. The entire game is run in the Vuforia-4-ImageTargets scene.
Stay Inside The Box: The whole game takes place in just one screen, no scrolling or changing screens in any way is allowed.
No cheating (please): The game system relies on willing player participation to enforce the rules of the game world (e.g., hold your breath, close your eyes, etc.).
More the Merrier: The game is a competitive or cooperative multiplayer "party game" (i.e., based on minigames, humor, 4+ players, audience engagement, etc.), meant for one screen or more.
Two Are Better Than One: The game requires two or more different mobile devices to play.
Tools and Technologies
Unity (any product)
Requires an install of NodeJS, Express, and Redis for the multiplayer server. Unity Pro / IOS Qualcomm Vuforia.
Saturday, February 9, 2013 - 03:48