Bomberman

Bomberman

Bomberman

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Bomberman is a reimagined version of the classic maze-based arcade game, adapted into a local co-op experience. Designed and developed during a 48-hour game jam, this project reshapes the solo challenge into a competitive multiplayer. The concept for "Bomberman" emerged from the game jam's theme: to reinterpret a classic game with a local multiplayer twist.

Bomberman is a reimagined version of the classic maze-based arcade game, adapted into a local co-op experience. Designed and developed during a 48-hour game jam, this project reshapes the solo challenge into a competitive multiplayer. The concept for "Bomberman" emerged from the game jam's theme: to reinterpret a classic game with a local multiplayer twist.

Bomberman is a reimagined version of the classic maze-based arcade game, adapted into a local co-op experience. Designed and developed during a 48-hour game jam, this project reshapes the solo challenge into a competitive multiplayer. The concept for "Bomberman" emerged from the game jam's theme: to reinterpret a classic game with a local multiplayer twist.

Bomberman is a reimagined version of the classic maze-based arcade game, adapted into a local co-op experience. Designed and developed during a 48-hour game jam, this project reshapes the solo challenge into a competitive multiplayer. The concept for "Bomberman" emerged from the game jam's theme: to reinterpret a classic game with a local multiplayer twist.

Bomberman is a reimagined version of the classic maze-based arcade game, adapted into a local co-op experience. Designed and developed during a 48-hour game jam, this project reshapes the solo challenge into a competitive multiplayer. The concept for "Bomberman" emerged from the game jam's theme: to reinterpret a classic game with a local multiplayer twist.

Bomberman is a reimagined version of the classic maze-based arcade game, adapted into a local co-op experience. Designed and developed during a 48-hour game jam, this project reshapes the solo challenge into a competitive multiplayer. The concept for "Bomberman" emerged from the game jam's theme: to reinterpret a classic game with a local multiplayer twist.

Reversed Controls

Gameplay:


The primary objective in "Bomberman" is for players to navigate the maze, place bombs, and eliminate obstacles and opponents to emerge as the last one standing. Each player starts at opposite corners of the maze, and they must use bombs to create pathways towards each other while collecting power-ups that enhance their bombing abilities. Each bomb explodes in a cross-shaped pattern, affecting blocks and players in its blast radius.

For the controls, player 1 navigates using the AWSD keys for movement and uses the Spacebar to place bombs within the maze. Meanwhile, Player 2 employs the arrow keys for directional control and the Tab key to deploy bombs.



Gameplay:


The primary objective in "Bomberman" is for players to navigate the maze, place bombs, and eliminate obstacles and opponents to emerge as the last one standing. Each player starts at opposite corners of the maze, and they must use bombs to create pathways towards each other while collecting power-ups that enhance their bombing abilities. Each bomb explodes in a cross-shaped pattern, affecting blocks and players in its blast radius.

For the controls, player 1 navigates using the AWSD keys for movement and uses the Spacebar to place bombs within the maze. Meanwhile, Player 2 employs the arrow keys for directional control and the Tab key to deploy bombs.



Gameplay:

The primary objective in "Bomberman" is for players to navigate the maze, place bombs, and eliminate obstacles and opponents to emerge as the last one standing. Each player starts at opposite corners of the maze, and they must use bombs to create pathways towards each other while collecting power-ups that enhance their bombing abilities. Each bomb explodes in a cross-shaped pattern, affecting blocks and players in its blast radius.

For the controls, player 1 navigates using the AWSD keys for movement and uses the Spacebar to place bombs within the maze. Meanwhile, Player 2 employs the arrow keys for directional control and the Tab key to deploy bombs.



Gameplay:

The primary objective in "Bomberman" is for players to navigate the maze, place bombs, and eliminate obstacles and opponents to emerge as the last one standing. Each player starts at opposite corners of the maze, and they must use bombs to create pathways towards each other while collecting power-ups that enhance their bombing abilities. Each bomb explodes in a cross-shaped pattern, affecting blocks and players in its blast radius.

For the controls, player 1 navigates using the AWSD keys for movement and uses the Spacebar to place bombs within the maze. Meanwhile, Player 2 employs the arrow keys for directional control and the Tab key to deploy bombs.



Gameplay:


The primary objective in "Bomberman" is for players to navigate the maze, place bombs, and eliminate obstacles and opponents to emerge as the last one standing. Each player starts at opposite corners of the maze, and they must use bombs to create pathways towards each other while collecting power-ups that enhance their bombing abilities. Each bomb explodes in a cross-shaped pattern, affecting blocks and players in its blast radius.

For the controls, player 1 navigates using the AWSD keys for movement and uses the Spacebar to place bombs within the maze. Meanwhile, Player 2 employs the arrow keys for directional control and the Tab key to deploy bombs.



Gameplay:


The primary objective in "Bomberman" is for players to navigate the maze, place bombs, and eliminate obstacles and opponents to emerge as the last one standing. Each player starts at opposite corners of the maze, and they must use bombs to create pathways towards each other while collecting power-ups that enhance their bombing abilities. Each bomb explodes in a cross-shaped pattern, affecting blocks and players in its blast radius.

For the controls, player 1 navigates using the AWSD keys for movement and uses the Spacebar to place bombs within the maze. Meanwhile, Player 2 employs the arrow keys for directional control and the Tab key to deploy bombs.



Technical Design:


The game's architecture is built to seamlessly integrates various gameplay mechanics, such as player movements, bomb placements, and the subsequent explosions.

In developing the multiplayer aspect, the Unity input system was configured to support multiple players on a single device, allowing each player to control their character independently with a specific set of controls.

For the maze's functionality, I have used unity's Tilemap system. This helps the game to dynamically update the maze's layout in real-time based on the players' actions.

Certain tiles within the tilemap are designated as destructible, meaning they can be destroyed when a bomb explodes. These tiles are typically layered separately within the tilemap system to easily identify and manipulate them during gameplay. When a bomb is placed and detonates, the game checks for destructible tiles within the explosion radius. To manage performance, especially given the potentially frequent updates within the tilemap during a game, Unity’s tilemap system is optimized to handle changes efficiently. When a tile is destroyed, only the affected tiles are redrawn or updated in the scene, minimizing the performance impact

Technical Design:


The game's architecture is built to seamlessly integrates various gameplay mechanics, such as player movements, bomb placements, and the subsequent explosions.

In developing the multiplayer aspect, the Unity input system was configured to support multiple players on a single device, allowing each player to control their character independently with a specific set of controls.

For the maze's functionality, I have used unity's Tilemap system. This helps the game to dynamically update the maze's layout in real-time based on the players' actions.

Certain tiles within the tilemap are designated as destructible, meaning they can be destroyed when a bomb explodes. These tiles are typically layered separately within the tilemap system to easily identify and manipulate them during gameplay. When a bomb is placed and detonates, the game checks for destructible tiles within the explosion radius. To manage performance, especially given the potentially frequent updates within the tilemap during a game, Unity’s tilemap system is optimized to handle changes efficiently. When a tile is destroyed, only the affected tiles are redrawn or updated in the scene, minimizing the performance impact

Technical Design:

The game's architecture is built to seamlessly integrates various gameplay mechanics, such as player movements, bomb placements, and the subsequent explosions.

In developing the multiplayer aspect, the Unity input system was configured to support multiple players on a single device, allowing each player to control their character independently with a specific set of controls.

For the maze's functionality, I have used unity's Tilemap system. This helps the game to dynamically update the maze's layout in real-time based on the players' actions.

Certain tiles within the tilemap are designated as destructible, meaning they can be destroyed when a bomb explodes. These tiles are typically layered separately within the tilemap system to easily identify and manipulate them during gameplay. When a bomb is placed and detonates, the game checks for destructible tiles within the explosion radius. To manage performance, especially given the potentially frequent updates within the tilemap during a game, Unity’s tilemap system is optimized to handle changes efficiently. When a tile is destroyed, only the affected tiles are redrawn or updated in the scene, minimizing the performance impact

Technical Design:

The game's architecture is built to seamlessly integrates various gameplay mechanics, such as player movements, bomb placements, and the subsequent explosions.

In developing the multiplayer aspect, the Unity input system was configured to support multiple players on a single device, allowing each player to control their character independently with a specific set of controls.

For the maze's functionality, I have used unity's Tilemap system. This helps the game to dynamically update the maze's layout in real-time based on the players' actions.

Certain tiles within the tilemap are designated as destructible, meaning they can be destroyed when a bomb explodes. These tiles are typically layered separately within the tilemap system to easily identify and manipulate them during gameplay. When a bomb is placed and detonates, the game checks for destructible tiles within the explosion radius. To manage performance, especially given the potentially frequent updates within the tilemap during a game, Unity’s tilemap system is optimized to handle changes efficiently. When a tile is destroyed, only the affected tiles are redrawn or updated in the scene, minimizing the performance impact

Technical Design:


The game's architecture is built to seamlessly integrates various gameplay mechanics, such as player movements, bomb placements, and the subsequent explosions.

In developing the multiplayer aspect, the Unity input system was configured to support multiple players on a single device, allowing each player to control their character independently with a specific set of controls.

For the maze's functionality, I have used unity's Tilemap system. This helps the game to dynamically update the maze's layout in real-time based on the players' actions.

Certain tiles within the tilemap are designated as destructible, meaning they can be destroyed when a bomb explodes. These tiles are typically layered separately within the tilemap system to easily identify and manipulate them during gameplay. When a bomb is placed and detonates, the game checks for destructible tiles within the explosion radius. To manage performance, especially given the potentially frequent updates within the tilemap during a game, Unity’s tilemap system is optimized to handle changes efficiently. When a tile is destroyed, only the affected tiles are redrawn or updated in the scene, minimizing the performance impact

Technical Design:


The game's architecture is built to seamlessly integrates various gameplay mechanics, such as player movements, bomb placements, and the subsequent explosions.

In developing the multiplayer aspect, the Unity input system was configured to support multiple players on a single device, allowing each player to control their character independently with a specific set of controls.

For the maze's functionality, I have used unity's Tilemap system. This helps the game to dynamically update the maze's layout in real-time based on the players' actions.

Certain tiles within the tilemap are designated as destructible, meaning they can be destroyed when a bomb explodes. These tiles are typically layered separately within the tilemap system to easily identify and manipulate them during gameplay. When a bomb is placed and detonates, the game checks for destructible tiles within the explosion radius. To manage performance, especially given the potentially frequent updates within the tilemap during a game, Unity’s tilemap system is optimized to handle changes efficiently. When a tile is destroyed, only the affected tiles are redrawn or updated in the scene, minimizing the performance impact

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