GMU Blastmaster Battle is GMU's take on the classic Bomber-Man formula. This project was produced by a group around 40 people broken up into 4 teams. Programming, Design, Art, and Sound. The game features 4 distinct characters, 10 powerups, 3 levels, and a system that allows players to join or leave a match at any time.
For this project I was the lead programmer, responsible for delegation of tasks to other programmers, maintaining the codebase, providing guidance, and also communicating with other departments.
Game Feature: Audience Cheer
![](https://cdn.myportfolio.com/44ff1a50-b08b-4185-8dc7-f398919b6d49/6edddae2-4c89-4bd0-bba1-6a01ab551b66_rw_1200.png?h=fac11b4f1de5a35980240761c8296279)
The Audience in level 1 leverages DOTween and Coroutines to make them feel alive and random. These sprites always face the camera, and will react accordingly to a player elimination or a win.
Fun Fact: Each sprite is a member of the dev team!
Fun Fact: Each sprite is a member of the dev team!
Game Feature: Bomb Explosions
![](https://cdn.myportfolio.com/44ff1a50-b08b-4185-8dc7-f398919b6d49/d39038f2-6240-4fd2-9cda-e6046e4274dd_rw_600.png?h=0e0a65878a93c5c8a8649adbf2617d9b)
Bomb explosions in GMU Blastmaster Battle are 4 directional and tile based. Bomb explosions are also latent allowing the explosion to visibly propagate.
Game Feature: Contextual Announcer Intro
![](https://cdn.myportfolio.com/44ff1a50-b08b-4185-8dc7-f398919b6d49/c1831b78-83de-40fc-9adb-b51c3fd083ac_rw_1200.png?h=d495a6d5d0b2ec455325f3acf71fcf71)
The Round 0 intro of GMU Blastmaster Battle leverages DOTween for its camera movements. Announcer lines are also contextual to the player, noting their chosen character and player number.