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.
- Makes the throwing feel much more immersive
- Projectiles have dynamic velocity based on complete character rotation and time
- Hard to aim, added challenge
- 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
- 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)
- 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...
- 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