Inspiration
The real-life schoolchildren's game, Four Square, was this game's namesake and inspiration. We started with the idea that there are four squares of play, and that it is a four-player game. Traditional four square, with the bouncing kickballs, would not work well with a keyboard or controller interface (maybe with a Leap Motion). So, we couldn't have the same gameplay. We went with, instead, four-player soccer, with frills.
How it works
There are four quadrants and four players, and each player has a goal. The object of the game is to knock the ball into other players' goals while protecting your own. There are four special game modes - such as Invisi-ball for example, where the ball becomes invisible and players must rely on the minimap to play.
Challenges I ran into
Using Unity's collision-detection to keep players within the ring did not work well. It had to be hard-coded into the game that if the player is out-of-bounds, they need to be returned to the play field. Also, controller support was difficult to implement, and by the time we did get it working, we did not have time before our deadline to implement a keyboard-or-controller option. So, Players 1 and 2 are permanently
Accomplishments that I'm proud of
The amount of polish the game had, despite the fact that it was our first full-fledged game in Unity. We did a lot of things the hard way but still managed to work on it for so long that it came out well.
What I learned
- Menu systems and options are important.
- Game mechanics can be altered in very simple ways and yet have very dramatic effects on gameplay.
Other Contributors
- Isaac Dunn (https://github.com/iadunn13)
- Michael Feffer (https://github.com/mikefef/)
- Evan Leung (https://github.com/imentality)

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