DISC WARS

C++, Unreal Multiplayer, GAS
Epic Online Services
December 2025

DISC WARS is my final project for the Unreal Gameplay class I took in Fall 2025!

Modeled after the “games” scene of Disney’s Tron: Legacy, you play as a program of the Grid.

Earn 5 points to win your freedom, or face permanent de-resolution.

Playthrough video (with audio and such) coming soon!


Throwing
- Press and hold left mouse, flick your mouse, and release!
- Makes the throwing feel much more immersive
- Projectiles have dynamic velocity based on complete character rotation and time
- Hard to aim, added challenge

Dying
- One hit is enough to kill the player
- The player is out of commision for 3 seconds, then they will respawn
- Better be fast with your Deflect Ability as your enemy won't let you recover

Deflecting
- The player is able to use right mouse to deflect
- The top right corner of the UI shows the recharge time
- The video below shows a lengthened deflection time for testing/showcase purposes (normally 0.25 seconds)

Breaking the Floor
- Players are able to break the floor (given their disc has enough speed)
- Discs bounce twice then hone back to the thrower
- A possible strategy is to try and break the 4 floor tiles your opponent stands on to spawn trap them
- Be careful not to lose your discs to the void...

Game Over
- Once one player reaches 5 kills, the game is over
- An initial message appears to notify the winner
- A second message and timer counts down to send both players back to the main menu and close the session

Main Menu

Mechanics / Setup:

  • Fully networked game system with host and join options in the main menu
  • Immersive throw mechanic
  • Custom disc bounce
  • Networked breakable floors to create a dynamic arena
  • Deflect shield with RMB
  • Graceful disconnect back to main menu on game end
  • Custom game mode & game state
  • Custom character, player controller, and player state classes
  • Custom projectile, weapon, and UI classes

Polish / Juice:

  • Networked colors for player models, disc model, and weapon-in-hand model
  • Emissive strength fades on death
  • Dynamic main menu
  • VFX on projectile hit
  • SFX for projectile movement and game announcements
  • Default UI bullet indicator redesign for theming