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GIKO: Get In - Keep Out

Overview

“Get In - Keep Out” is an asymmetrical, three-player role game, where players jump into the roles of an agent, a hacker and a guard as part of the GIKO Company. As part of the GOSH Training Program, the agent and hacker must work together to navigate through randomly generated levels, while the guard and the NPCs they control, try to stop them. Hack the doors, trick the drones or alternatively command them to achieve your goal: get in or keep them out!

The AGENT is tasked with infiltrating a restricted facility, while communicating with the Hacker to solve tasks and find the “exit” to the level, all while avoiding the security droids roaming around.
The HACKER, hidden away in their secure office, has access to classified information, like a map, showing the locations of objectives and security bots. Their job is to guide the Agent through the level via verbal communication, while also counteracting the Guard's security measures.
The GUARD needs to protect and defend the facility, stopping the Agent from finishing their objectives. To do so, they have control over the droids, which are NPCs that provide the guard with video footage of the premises, helping them to track the Agent down. Additionally, they can influence the level, by manipulating doors, cutting off the agent's escape routes and luring them into a trap.

The official university project's website can be found here.

While only a student project at first, we have plans to continue work on this project in the near future. Since this includes major reworks of the prototype we created so far, we decided to no longer have the demo freely available to play for the time being.

Personal Responsibilities

The primary goal of the project was the creation of a functional multiplayer game in Unreal, including networking (local and online), a lobby functionality, and a host-client setup using the Steam API.
The secondary goal was the implementation of a level generation system, utilising a grid based, procedural generation of rooms and walls. Since re-playability was important to us, task generation has been randomised for the agent and hacker.

My responsibilities in this project were primarily the multiplayer functionality and design and implementation of game features.
This included assistance with multiplayer systems for the team, as I had most experience with the Unreal Engine Multiplayer systems. For this purpose, I have created an extensive documentation which I have made available here.
My responsibilities included the following during the project:

  • Multiplayer Aspect
    • Connectivity between devices
    • Lobby-Creation
    • Connection to the Steam API
  • Game Design and Implementation
    • ... of the core game loop
    • ... roles for each player (Agent, Hacker, Guard)
    • ... of tasks for Agents and Hackers
  • Production and Advertisement
    • Design and implementation of the Website
    • Coordination and organisation of the project fair

Promotional Posters for the Project Fair


promotional poster advertising our project's title and booth's location poster explaining the different roles amd their objectives poster showing the different functionality of the
                map depending on the player role, as well as giving a short overview of the npc behaviour and the task randomization poster showing development screenshots of the procedural
                 level generation using a Binary Space Partition algorithm

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