Week1

Project Report: DeathRoom Online #

Project Description #

Project name: DeathRoom Online
Code repository: https://github.com/IU-Capstone-Project-2025/DeathRoom

DeathRoom Online is a fast-paced arena shooter inspired by Quake and Call of Duty, designed for competitive multiplayer gaming. The project addresses the growing demand for skill-based, responsive FPS games that prioritize low-latency gameplay over complex progression systems.

Problem Statement: Modern arena shooters often sacrifice network responsiveness for graphical fidelity. Our solution combines precise movement mechanics with robust server validation, ensuring fair and responsive gameplay in 12-player matches.

Team Members and Assigned Roles #

RoleTeam MemberResponsibilities
Project Lead, Backend-Frontend DeveloperVsevolod NazmudinovOversees project direction and implementations
Backend Developer, Network EngineerIgor KuzmenkovHandles UDP implementation and network optimization
Backend DeveloperSlava MolchanovImplements core game logic
Client DeveloperIlyas KhatipovResponsible for client parts
Game Designer, UI/UXGleb LobovCreates models in Blender and manages animations
Backend Developer, DevOps EngineerRodion KrainovManages Docker deployment and server infrastructure
Backend Developer, ReporterAlmas BagishaevResponsible for reports

Chosen Project Idea #

We are developing a fast-paced arena shooter featuring:

  • 12-player multiplayer matches
  • Competitive leaderboards and match statistics

Basic Requirements #

Target Users #

  • Competitive players who need sub-50ms latency
  • Esports enthusiasts who require spectator tools
  • Casual players who want quick matchmaking

High-Level User Stories & Initial Scope #

User Stories #

  • As a player, I want to join matches quickly to minimize waiting time
  • As a competitor, I need responsive controls for precise gameplay
  • As a spectator, I want to watch ongoing matches to learn from better players
  • As an admin, I need server metrics to monitor performance

Initial Scope #

  • Core movement mechanics (strafe jumping, crouch sliding)
  • Weapon types (long range, projectile)
  • Arena maps
  • Basic matchmaking system
  • Leaderboard system

Chosen Tech Stack with Justification #

Backend #

  • .NET + LiteNetLib/ENet - High-performance networking for FPS games
  • Photon Fusion (Server-authority) - Prevents client-side cheating
  • EF Core + PostgreSQL - Reliable data storage for player stats
  • Redis - Enables horizontal scaling

Frontend #

  • Unity 2022.3.62f1 - Latest engine with improved networking
  • Blender + Mixamo - Efficient 3D asset pipeline

Infrastructure #

  • Docker - Consistent deployment across environments
  • UDP Protocol - Essential for low-latency gameplay

Individual Contributions #