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Connected Game Development Blog #1 (06/02/2026)

  • scottgray500
  • Feb 6
  • 2 min read

For the couple weeks of our assignment, most of it was spent getting everyone together. During the first week of term, only three out of the five members of our group (myself included) showed up on-campus for lectures, which wasn't very encouraging, but maybe I was just spoiled from all seven members of another group I was in showing up on the first lecture of a previous module.


Regardless, I wrote down my ideas for the game, partially inspired by a first-person rock-paper-scissors multiplayer game that was shown during the lecture as one of the examples of previous connected games, and presented it to the other two members who were there with me, who both agreed that it was a decent concept.


Screenshot of my list of ideas for our connected game concept.
Screenshot of my list of ideas for our connected game concept.

However, the fact that I had planned for the game to be developed using Unity caught the attention of one of the group members (let's call them Sam), who said that they were quite comfortable designing levels in Unreal Engine, but had next to no experience with Unity. Because of this, I briefly changed our choice of game engine from Unity to Unreal, but after mentioning to the professor how I had next to no experience with developing online games, let alone ones made in Unreal Engine, we decided to switch back to Unity as per their recommendation, and Sam decided to start learning how to use Unity, instead of resorting to what they were most comfortable with.

The week after, I managed to get all five group members together on-campus to give them a brief on how the game I conceptualised would work. After my brief, we began creating a basic gameplay loop graph in Canva to visualise how a typical match of the game would go, before assigning specific roles to each of us. Finally, I created a Discord server where we could all communicate with each other.




 
 

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