Week6

Week #6 #

Final deliverables #

Project overview #

DeathRoom Online is a fast-paced, competitive multiplayer arena shooter inspired by classics like Quake and Call of Duty. The project solves the problem of providing a modern, responsive FPS experience with low-latency online play, fair hit registration, and fun core gameplay without excessive complexity.
Key implemented features include server-authoritative mechanics, health/armor systems, respawning, live leaderboards, map selection, and a complete documentation set for both client and server.

Features #

  • Server-authoritative gameplay logic
  • Real-time multiplayer for up to 12+ players
  • Player movement (jump, strafe, slide, jump-pads)
  • Health, armor, and pick-up system
  • Accurate damage and respawn mechanics
  • Multiple maps, new spawn point balancing
  • Pause menu, health/armor/nickname UI
  • Fully documented backend and client architecture

Tech stack #

  • Backend: .NET (C#), custom UDP networking via LiteNetLib, Docker, GitHub Actions CI/CD
  • Frontend (Game client): Unity, C#, UI Toolkit
  • Infrastructure: Docker Compose, manual deployment to VDS (Ubuntu), in-memory game state
  • Docs: Markdown (C4 model), Google Docs for design

Setup instructions #

  1. Clone the repository:
    git clone https://github.com/IU-Capstone-Project-2025/DeathRoom.git
  2. Read deployment instructions in /docs/README.md
    for full backend/server setup.
  3. Build and run server with Docker Compose:
    In project root:
    docker-compose up --build
  4. Build the client in Unity (instructions in /docs/client.md).
  5. Connect the built game client to the server IP (see Deployment links).

Presentation draft #

Weekly commitments #

Individual contribution of each participant #

  • Rodion Krainov
    • Finalized backend: fixed bugs, added armor logic, improved damage & respawn mechanics, implemented HP/armor restoration via updated packet system ( commit).
    • Switched server to respawn (not disconnect) on player death ( commit).
    • Updated CI/CD pipelines for new server architecture ( commit).
    • Wrote comprehensive project documentation ( commit).
    • Wrote this report
  • Slava Molchanov
    • Assisted with setup and refinement of the new backend architecture ( commit).
  • Gleb Lobov
    • Finalized and improved the project’s design document.
    • Enhanced map design, created new maps ( newMap branch).
    • Created the final project presentation ( presentation link).
  • Igor Kuzmenkov
    • No contributions this week.
  • Almas Bagishaev
    • No contributions this week.
  • Vsevolod Nazmudinov
    • Managed team work and coordination.
    • Implemented client shooting logic and additional bug fixes ( commit).
  • Ilyas Khatipov
    • Created new spawn points on the map ( commit).
    • Developed UI for pause menu, HP/armor display, and nicknames ( commit).

Plan for Next Week #

  • Final project defense and demonstration.
  • Post-release polish, feedback collection, and potential bug fixing.
  • Prepare project hand-off and archival.

Confirmation of the code’s operability #

We confirm that the code in the main branch:

  • In working condition.
  • Run via docker-compose (or another alternative described in the README.md).