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 #
Role | Team Member | Responsibilities |
---|---|---|
Project Lead, Backend-Frontend Developer | Vsevolod Nazmudinov | Oversees project direction and implementations |
Backend Developer, Network Engineer | Igor Kuzmenkov | Handles UDP implementation and network optimization |
Backend Developer | Slava Molchanov | Implements core game logic |
Client Developer | Ilyas Khatipov | Responsible for client parts |
Game Designer, UI/UX | Gleb Lobov | Creates models in Blender and manages animations |
Backend Developer, DevOps Engineer | Rodion Krainov | Manages Docker deployment and server infrastructure |
Backend Developer, Reporter | Almas Bagishaev | Responsible 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 #
- Ilyas Khatipov | Basic game mechanics | GitHub Commit |
- Rodion Krainov | CI pipeline for server verification | GitHub Commit #1 GitHub Commit #2 |
- Gleb Lobov | Design references | Miro Board |
- Vsevolod Nazmudinov| Build artifacts,Backend Architucture| Google Drive GitHub Commit |
- Slava Molchanov | Game Cheme | Google Drive |