SuperTag
Fast‑paced chase‑tag game
SuperTag is a fast‑paced chase‑tag game where players navigate arenas using parkour movement and a grappling hook. As lead programmer I implemented the networking and controller systems and integrated assets into the engine. I built movement mechanics such as wall‑running, climbing, grappling and vaulting, ensuring they felt fluid and responsive. I added multiple game modes including 1v1 and a tutorial, and worked closely with designers to fine‑tune level layouts and gameplay feel. Working on this project with a larger team taught me valuable production workflows and team collaboration skills.
Highlights
- Implemented networking and controller programming and integrated assets.
- Created parkour movement mechanics: wall‑run, climb, grapple, vault.
- Added multiple game modes (1v1, tutorial).
- Learned large‑team production workflows.
Team
- Arthur
- Timothé
- Bastien
- Luana
- Michael Abid
- Kevin
- Matthieu
Project Timeline
Multitude of small visual improvement, i will soon start to work on assets to find a new and better visual identity
A page for the Matchmaking Server that allow to see how well is running the server, in future more detailled page
Created a custom node js server running on Google Cloud that allow to search game without having to update the game in orderto change how the queue system works. Converted the previous code in order to use the server instead of unreal basic search.
Note: the server is shutdown when im not testing to prevent unintended bills
Made the game work with steam instead of the basic online system
Steam-style milestone notes: tutorial pacing (earlier obstacles, force slide), orthography fixes, clearer tag range/angle, show round count, stronger hit feedback, map rename, timer comms (10s indicator/sudden death), collision/clipping fixes, emotes, and info channels (UI+audio+PP), plus more external playtests.
Build hiccup (locked file) then upload; broadcast to GD/Prog. How-To sheets shipped; copy/layout tweaks; schedule playtests.
Formalize feature list & bug doc; move bugs → Testing and request verification. Debate particle color vs UI rings for grapple feedback (likely both, exposed params). Iterate UI flows to reduce IP re-entry.
Downward grapple bug report; new Tag logic function returns ‘can tag’, distance, and dot product (1 front/−1 back). Propose render-through-walls for Tagger (vs red ring); align. Queue next tasks: vault decision, grapple anims/graph, grapple point feedback, UI changes, debug, SFX hooks.
Prototype start screen; begin nightly ‘what did you do today?’ check-ins. Log/structure remaining work (controller, vault/camera turn, tag+VFX, crouch, stagger timing). Visual passes continue on maps/UI.
Regular syncs; steady shipping toward playable state.
Add pursuer indicator. Campus proxy kills auto-discovery → manual host IP entry for now. Fix climb on small ledges.
Push functional menu; request default GameMode on maps. Plan Monday network test on ‘la serre’. Menu flow feedback to apply after feature lock.
Teammate ships laser trap with tweakable values; tracked for LD integration.
Movement feels smooth; ship animated vault (swappable; multiple variants supported).
Climb advancing; animations still glitchy.
Finish slide (with anim); rework WallRun BPs so anims integrate smoothly.
Grapple half-working (no lock/tuning yet). Quick build routes menu → dev map.
Pause controller to prototype menu; tune WallRun values (softer feel).
Classic: hours on a problem; fix was one click. Keep momentum.
Movement suite functional; client-side anim replication is the blocker. Vault pass planned next.
Build uploaded (WIP). Debate LAN vs true netcode; stance: ‘ça reste du réseau.’
Add Mixamo character to unblock animation work; confirm same skeleton; keep assets in _Dev.
New launcher build: WallRun ‘works’ (buggy) but replicated; hosting/testing enabled.
Team spins up LD/GD docs and movement ideas (state machine, stamina, wall-run inputs, grapple cooldown). Push on networking despite a Monday Unity rendering deadline.
Project starts; first replicated player movement working.