SuperTag

Fast‑paced chase‑tag game

SuperTag is a fast‑paced chase‑tag game where players navigate arenas using parkour movement and a grappling hook. As lead programmer I implemented the networking and controller systems and integrated assets into the engine. I built movement mechanics such as wall‑running, climbing, grappling and vaulting, ensuring they felt fluid and responsive. I added multiple game modes including 1v1 and a tutorial, and worked closely with designers to fine‑tune level layouts and gameplay feel. Working on this project with a larger team taught me valuable production workflows and team collaboration skills.

Highlights

  • Implemented networking and controller programming and integrated assets.
  • Created parkour movement mechanics: wall‑run, climb, grapple, vault.
  • Added multiple game modes (1v1, tutorial).
  • Learned large‑team production workflows.
Tags: Unreal Engine · Networking

Team

  • Arthur
  • Timothé
  • Bastien
  • Luana
  • Michael Abid
  • Kevin
  • Matthieu

Project Timeline

Started on working on visual improvement

Multitude of small visual improvement, i will soon start to work on assets to find a new and better visual identity

Server "Health" page

A page for the Matchmaking Server that allow to see how well is running the server, in future more detailled page

Custom Matchmaking System

Created a custom node js server running on Google Cloud that allow to search game without having to update the game in orderto change how the queue system works. Converted the previous code in order to use the server instead of unreal basic search.

Note: the server is shutdown when im not testing to prevent unintended bills

https://supertag-680958624519.europe-west1.run.app/stats/
Steam Compatibility

Made the game work with steam instead of the basic online system

Milestone 4 feedback → polish backlog

Steam-style milestone notes: tutorial pacing (earlier obstacles, force slide), orthography fixes, clearer tag range/angle, show round count, stronger hit feedback, map rename, timer comms (10s indicator/sudden death), collision/clipping fixes, emotes, and info channels (UI+audio+PP), plus more external playtests.

Build upload & playtest prep (Jan 22–23)

Build hiccup (locked file) then upload; broadcast to GD/Prog. How-To sheets shipped; copy/layout tweaks; schedule playtests.

Feature list & bug doc; feedback iteration (Jan 17–20)

Formalize feature list & bug doc; move bugs → Testing and request verification. Debate particle color vs UI rings for grapple feedback (likely both, exposed params). Iterate UI flows to reduce IP re-entry.

Tag logic rework (Jan 14–16)

Downward grapple bug report; new Tag logic function returns ‘can tag’, distance, and dot product (1 front/−1 back). Propose render-through-walls for Tagger (vs red ring); align. Queue next tasks: vault decision, grapple anims/graph, grapple point feedback, UI changes, debug, SFX hooks.

Start screen + nightly accountability (Jan 3–5)

Prototype start screen; begin nightly ‘what did you do today?’ check-ins. Log/structure remaining work (controller, vault/camera turn, tag+VFX, crouch, stagger timing). Visual passes continue on maps/UI.

Routine syncs (Dec 15 & 20)

Regular syncs; steady shipping toward playable state.

Pursuer indicator + IP discovery workaround (Dec 12–13)

Add pursuer indicator. Campus proxy kills auto-discovery → manual host IP entry for now. Fix climb on small ledges.

Functional menu + network test plan (Dec 10–11)

Push functional menu; request default GameMode on maps. Plan Monday network test on ‘la serre’. Menu flow feedback to apply after feature lock.

Laser trap (teammate) + LD tracking

Teammate ships laser trap with tweakable values; tracked for LD integration.

Smoother feel + animated vault (Dec 2–6)

Movement feels smooth; ship animated vault (swappable; multiple variants supported).

Climb progress

Climb advancing; animations still glitchy.

Daily sync + slide anim; WallRun BP rework (Nov 23–25)

Finish slide (with anim); rework WallRun BPs so anims integrate smoothly.

Grapple ~50% + quick build

Grapple half-working (no lock/tuning yet). Quick build routes menu → dev map.

Stylish menu prototype; soften WallRun

Pause controller to prototype menu; tune WallRun values (softer feel).

Blocker = one-click

Classic: hours on a problem; fix was one click. Keep momentum.

WallRun/WallJump/Slide functional (Nov 8–10)

Movement suite functional; client-side anim replication is the blocker. Vault pass planned next.

First ‘Build works!’ + netcode stance

Build uploaded (WIP). Debate LAN vs true netcode; stance: ‘ça reste du réseau.’

Anim unblocked with Mixamo

Add Mixamo character to unblock animation work; confirm same skeleton; keep assets in _Dev.

Launcher build; wall-run replicated

New launcher build: WallRun ‘works’ (buggy) but replicated; hosting/testing enabled.

Docs & movement ideation (Oct 20–22)

Team spins up LD/GD docs and movement ideas (state machine, stamina, wall-run inputs, grapple cooldown). Push on networking despite a Monday Unity rendering deadline.

Kickoff & first replicated movement

Project starts; first replicated player movement working.