Hunt Royale Clone

This project is a clone of Boombit’s popular mobile game, “Hunt Royale.” It was developed in Unity, leveraging advanced concepts like the State Pattern and Unity’s Shader Graph, which required some C++ knowledge. The entire project was crafted in C# with a focus on adhering to the SOLID principles for potential future expansions.

Technologies used in the Hunt Royale clone

The project relied on several technologies:

  1. Unity: This widely-used game development framework, based on .NET, was chosen due to the original game’s Unity foundation and the developer’s expertise in the platform.
  2. Virtual State Pattern: To create the AI bots, the Virtual State Pattern was employed. This pattern uses abstract classes and eliminates the performance issues associated with Unity’s MonoBehaviour, making it ideal for creating high-speed bots. Currently, the bot’s State Pattern includes five states:
    • Seek Enemy State
    • Fight Enemy State
    • Flee State
    • Seek Star State
    • Pickup Star State
    An interesting feature of the program is that Seek Enemy and Seek Star states run concurrently, adding an extra challenge for players as AI tries to steal XP pickups when they’re not engaged in combat.
  3. Unity’s Shader Graph: Animated water shaders around the map were programmed using Unity’s Shader Graph, with some basic C++ for customization.
  4. Unity’s NavMesh: The environment traversal library built into Unity, NavMesh powers the movement of players, bots, and enemies, ensuring seamless navigation and realistic obstacle avoidance throughout the map. It was chosen over physics-based and Vector3 movement due to its simplicity and efficiency.

Expansion opportunities and technologies I would use

While the clone replicates most of the gameplay mechanics from Boombit’s original game, certain features were omitted due to time constraints. These include the RPG aspects like equipment and leveling systems, which would require extensive development resources.

If the project were to be further developed, the following technologies could be considered:

  1. RPG Maker: To introduce RPG elements into the game, suitable technology could be employed to streamline the implementation.
  2. Multiplayer Functionality: The clone does not currently include multiplayer features, but these could be added using the “mirror” technology.

The code behind Hunt Royale was designed with expandability in mind, making it easy for additional enemies, bots, or powerups to be included by another game designer. Unity’s editor even allows for game modification without requiring coding knowledge.

Conclusion: This Hunt Royale Clone is an impressive Unity project that replicates the core gameplay of Boombit’s original game while incorporating advanced concepts for efficient AI and stunning visual effects.


Posted

in

by

Comments

2 responses to “Hunt Royale Clone”

  1. wgpnfnjwoj Avatar

    pjrnvrfzftztknizndwljjmlipgrmg

  2. vmguiutnfn Avatar

    eqmtmizplnktslixmdonjedlzkxuyg

Leave a Reply

Your email address will not be published. Required fields are marked *