Original multiplayer camouflage hide-and-seek game. Hiders start as plain white humanoids and paint themselves from environment colours/patterns to blend in; seekers must spot them before time runs out.
- Engine: Unity 6 LTS · URP · New Input System · Cinemachine · AI Navigation · Addressables
- Networking: Photon Fusion 2 (Host Mode, server-authoritative, built-in lag compensation & prediction)
- Services: PlayFab (progression/economy) · Steamworks.NET (achievements, friends, rich presence)
- Architecture: ScriptableObject config, event bus, state machines, service-locator DI,
object pooling, pluggable save system — all split across
.asmdefmodules.
| # | Name | Status |
|---|---|---|
| 1 | Foundation re-baseline (packages, asmdefs, core architecture, input) | ✅ Done |
| 2 | Player controller + Cinemachine camera + freeze poses | ⬜ Next |
| 3 | Camouflage v1: sampling, paint energy, camo quality meter | ⬜ |
| 4 | Photon Fusion 2: connection, session lobby, spawning | ⬜ |
| 5 | Round loop, roles, lag-compensated tagging | ⬜ |
| 6 | First map greybox "Prism Gallery" + dynamic-lighting camo | ⬜ |
| 7 | Offline AI seekers (NavMesh, vision, sound, memory, difficulty) | ⬜ |
| 8 | Weather (rain/fog), hazards, gadgets v1 | ⬜ |
| 9 | Meta: PlayFab XP/dailies/cosmetics, Steamworks | ⬜ |
| 10 | UI suite, audio, accessibility, replays, optimization, Steam prep | ⬜ |
Assets/_Project/
Scripts/
Core/ EventBus, ServiceLocator, StateMachine, ObjectPool, SaveSystem
Config/ GameConfig ScriptableObject
Bootstrap/ GameBootstrap composition root + game-flow states
Tests/ EditMode NUnit tests
ScriptableObjects/ Config assets
Scenes/ Boot, MainMenu, Lobby, Game
Prefabs/ Art/ Audio/ Settings/