UE5 2D C++ Client for Socket.IO game
Budget: $250 – $750 USD
2D TicTacToe mobile game (not everything should be done in cpp):
Socket.IO server multiplayer integration (should be done in C++, maybe with Blueprint integration)
1. Create and join “quick” match
2. Create private match, join via link or friend list
3. “Waiting” for animations (because server process data faster)
4. There is a list of client requests and server responses
RPS integration (both server and offline mode)
1. After player puts mark (X/O) he selects “unit” (rock, paper or scissors)
2. Then he select direction of this unit (left, right, top, bottom), it should be drawn that direction
3. This unit is drawn on top of mark
4. Opponent’s units shouldn’t be visible, options:
1. Show some “idle” pose
2. Don’t draw it at all
5. Opponent’s units should be visible:
1. during battle
2. when my unit “looks” at it
6. When one unit “looks” in direction of opponents mark they turn to one another and do battle as RPS
7. On draw they both stay on their places and rotate back
8. On win unit rotates back
9. On lose unit and mark disappear
10. After mark death “dead” mark appears on it’s place (for a certain amount of turns, then disappears)
11. Win condition same as TicTacToe game
Screens
Main menu
1. Start game with predefined config (3x3, 5x5)
2. Start custom game
1. Size of the field (nxm)
2. Length of winning row (3..min(n, m))
3. Time limit for players turn
4. Required win rounds (match length, default 2)
5. “Dead” mark life time (default 1)
6. Don’t do win logic for offline mode if it’s kinda hard (leave a place for it in C++)
3. Create private match (and share invitation link)
4. Settings
1. Volume (sfx, music)
2. Player name
3. Locale
Match screen
1. Field nxm with squares
2. Player list (with selected marks)
3. Who’s turn is
4. Round wins
5. Unit list to put on the field
1. Drag unit on the field, then select direction
2. Tap on the field, then tap on unit, then select direction
6. Mark animation
1. Appear
2. Death
7. Unit animations
1. Appear
2. Rotation?
3. Battle
4. Death
8. Unit’s range of visibility (one cell forward direction)
10. Current action hint
11. Lose/win/draw screen with some animation
Socket.IO server multiplayer integration (should be done in C++, maybe with Blueprint integration)
1. Create and join “quick” match
2. Create private match, join via link or friend list
3. “Waiting” for animations (because server process data faster)
4. There is a list of client requests and server responses
RPS integration (both server and offline mode)
1. After player puts mark (X/O) he selects “unit” (rock, paper or scissors)
2. Then he select direction of this unit (left, right, top, bottom), it should be drawn that direction
3. This unit is drawn on top of mark
4. Opponent’s units shouldn’t be visible, options:
1. Show some “idle” pose
2. Don’t draw it at all
5. Opponent’s units should be visible:
1. during battle
2. when my unit “looks” at it
6. When one unit “looks” in direction of opponents mark they turn to one another and do battle as RPS
7. On draw they both stay on their places and rotate back
8. On win unit rotates back
9. On lose unit and mark disappear
10. After mark death “dead” mark appears on it’s place (for a certain amount of turns, then disappears)
11. Win condition same as TicTacToe game
Screens
Main menu
1. Start game with predefined config (3x3, 5x5)
2. Start custom game
1. Size of the field (nxm)
2. Length of winning row (3..min(n, m))
3. Time limit for players turn
4. Required win rounds (match length, default 2)
5. “Dead” mark life time (default 1)
6. Don’t do win logic for offline mode if it’s kinda hard (leave a place for it in C++)
3. Create private match (and share invitation link)
4. Settings
1. Volume (sfx, music)
2. Player name
3. Locale
Match screen
1. Field nxm with squares
2. Player list (with selected marks)
3. Who’s turn is
4. Round wins
5. Unit list to put on the field
1. Drag unit on the field, then select direction
2. Tap on the field, then tap on unit, then select direction
6. Mark animation
1. Appear
2. Death
7. Unit animations
1. Appear
2. Rotation?
3. Battle
4. Death
8. Unit’s range of visibility (one cell forward direction)
10. Current action hint
11. Lose/win/draw screen with some animation