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HandSignVersus - Multiplayer Game

A 2D multiplayer platform fighter prototype built with Unity 6 and PurrNet networking framework. This project was created as a learning experiment to explore PurrNet's multiplayer capabilities.

About

HandSignVersus is a Naruto hand sign inspired 2D fighting game where up to 4 players battle on a shared platform arena. Players connect via Steam P2P (Steamworks.NET) and fight using a combo-based skill system. The game uses a server-authoritative architecture to keep gameplay fair and synchronized across all clients.

Features

  • Steam P2P Multiplayer - Players connect through Steam lobbies using SteamTransport, no dedicated server required
  • Combo Skill System - Directional input sequences (arrow key combos) trigger different skills
  • Multiple Skill Types
    • Projectile (fireball with trail effects)
    • Melee (two-swing sword attack with knockback on second hit)
    • Movement (dash and extra jump)
    • Shield (absorbs one hit)
    • Trap (throwable, arms after landing, stuns on contact)
    • Extra Life (grants an additional life)
  • Server-Authoritative Gameplay - Health, damage, kills, and match state are all validated on the server
  • Knockback Scaling - Knockback increases as players lose health, similar to Smash Bros
  • Lives & Elimination - Configurable starting lives; eliminated players are removed from the match
  • Win Conditions - Last player standing wins, or highest lives remaining when the timer runs out
  • Dynamic Camera - Auto-tracks all alive players, zooms in/out based on distance
  • Post-Processing FX - Red vignette on damage, bloom flash on death, cyan vignette on shield block
  • Floating Damage Numbers - Physics-driven damage text with color coding by damage amount
  • HUD - Health bar with damage trail, scoreboard with player colors and lives, match timer
  • Game Over Screen - Win/lose display with restart and return to menu options
  • Kill Zone - Out-of-bounds instant death that bypasses shields and invulnerability
  • Respawn System - Safe spawn point selection (farthest from active players) with post-respawn invulnerability

Tech Stack

  • Engine: Unity 6 (6000.x) with Universal Render Pipeline
  • Networking: PurrNet
  • Online Transport: Steamworks.NET (SteamTransport)
  • Language: C#

How to Play

  1. Both players need the same build and a Steam account. Download the latest build from: Itch.io
  2. One player creates a lobby, others join through Steam.
  3. Use WASD and Space for movement. Use Arrow Keys for directional combo inputs to trigger skills.
  4. Jump, move and use combos to knock out opponents.
  5. Last player standing or most lives when the timer expires wins.

Testing in Editor

To test the game directly in the Unity Editor without Steam:

  1. Open Assets/Scenes/SampleScene
  2. In the Managers GameObject, disable NetworkManager and enable LocalNetworkManager
  3. Enter Play Mode — the game will start a local session without requiring Steam

Status

This is a prototype/learning project. Core systems are functional but it's not a polished or complete game. Built primarily to test PurrNet's networking features in a real gameplay scenario.

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