Nightshade is a student made game developed for the Game Development II class at Ohio University during the Fall semester. Nightshade is an asymmetric stealth multiplayer game for windows standalone. Themed in cyberpunk style, the players are on opposing team where one player is a rogue attempting to steal data from 3 terminals on the map, and the other three players are security guards attempting to stop the rogue from stealing the data by any means necessary.
The players have different classes they can choose based on what team they are on. These different players also have different advantages and disadvantages over each other. The rogue is the most powerful character with strengths in movement, attacks, support technology, and areas of the environment that only the rogue can enter. The rogue can sneak, silently assassinate, throw flash bang grenades, temporarily see through walls and even temporarily become nearly invisible. The is also built with the rogue in mind with many ventilation shafts the rogue can use for a quick escape.
The opposing team can counteract this overpowered character thanks to the abilities available to the security classes. These characters excel in one category, but not to the same extent as the rogue. The Heavy class is slow and doesn't have the most advanced tech but can use a shotgun or his handy V.N.M. (Very Noticeable Mine) to kill the rogue player. The Grunt class is can sprint faster than the rogue for a shorter distance and has a baton that can take the rogue out in two hits. The Support class can't actually damage the player, but has an EMP gun that slows any player it hits, a CCTV Camera launcher and viewing screen and a sonic mine. All of these individually will be no match for the rogue so they must work together to be able to find and catch the rogue.
The game is played by a few simple rules, the rogue cut primary power to the building upon entering. The rogue must access three terminals before the power and automated security comes back online to win the game. The security team must hold the rogue off until the power returns. Every time the security team kills the rogue, a time penalty is applied that will hasten the game.
To prevent screen cheating and ruining the game, this game is being made using Unity Networking. This allows each player to run their own game without revealing their position to other players. Networking has easily been the most difficult part of making the game, but really adds to the experience in not knowing where your enemies are and having to search for them.
This project was a student project and has now been cancelled. I can provide more information about the project if you want to reach out!
The players have different classes they can choose based on what team they are on. These different players also have different advantages and disadvantages over each other. The rogue is the most powerful character with strengths in movement, attacks, support technology, and areas of the environment that only the rogue can enter. The rogue can sneak, silently assassinate, throw flash bang grenades, temporarily see through walls and even temporarily become nearly invisible. The is also built with the rogue in mind with many ventilation shafts the rogue can use for a quick escape.
The opposing team can counteract this overpowered character thanks to the abilities available to the security classes. These characters excel in one category, but not to the same extent as the rogue. The Heavy class is slow and doesn't have the most advanced tech but can use a shotgun or his handy V.N.M. (Very Noticeable Mine) to kill the rogue player. The Grunt class is can sprint faster than the rogue for a shorter distance and has a baton that can take the rogue out in two hits. The Support class can't actually damage the player, but has an EMP gun that slows any player it hits, a CCTV Camera launcher and viewing screen and a sonic mine. All of these individually will be no match for the rogue so they must work together to be able to find and catch the rogue.
The game is played by a few simple rules, the rogue cut primary power to the building upon entering. The rogue must access three terminals before the power and automated security comes back online to win the game. The security team must hold the rogue off until the power returns. Every time the security team kills the rogue, a time penalty is applied that will hasten the game.
To prevent screen cheating and ruining the game, this game is being made using Unity Networking. This allows each player to run their own game without revealing their position to other players. Networking has easily been the most difficult part of making the game, but really adds to the experience in not knowing where your enemies are and having to search for them.
This project was a student project and has now been cancelled. I can provide more information about the project if you want to reach out!