Project

IDrive asymmetric multiplayer tank-crew prototype

Unity 6 Multiplayer Prototype

IDrive

A cooperative asymmetric tank-combat prototype where up to four players occupy one armored vehicle, claim distinct crew seats, and coordinate observation, driving, turret alignment, loading, and firing until the ruined battlefield is clear.

The design documents frame IDrive as a tactical teamwork demo first and a content-complete game second. Its strongest idea is the communication pressure created when no single player owns the whole tank: each person sees different information, controls different subsystems, and depends on the rest of the crew to finish the combat round.

Project Overview

One Tank, Four Responsibilities

IDrive is organized around one shared armored vehicle and several narrow player responsibilities. Driving, spotting, firing, and tactical oversight are intentionally separated so the crew has to communicate under pressure.

Commander Information and coordination role supported by dedicated camera, canvas, map marking object, and thermal presentation.
Driver Controls hull throttle, steering, and braking while the server owns the authoritative vehicle motion.
Spotter Controls turret yaw and pitch, lining up shots without directly firing the shell.
Fire Control Manages the cannon rhythm through firing, hold-to-reload timing, and reload progress feedback.

IDrive Pages

Split Document View

The original long page has been split by document type and purpose so the project can be scanned quickly while still preserving the full game design and system design content.

Subpage 01

Game Design

Covers the high concept, experience goals, design pillars, player fantasy, gameplay loop, role responsibilities, controls, combat rules, environment, UI, and audiovisual direction.

Subpage 02

System Design

Covers the Unity 6 baseline, scene topology, actor model, prefabs, authority model, role flow, local presentation, input pipeline, vehicle systems, projectile flow, enemy AI, and outcome systems.

Subpage 03

Scope

Covers what is clearly implemented, what is present but in progress, current risks, design recommendations, and technical next steps.

Quick Route

How To Read The Project

Start With The Crew Fantasy

Use the game design page to understand why the project is built around seat dependency and communication pressure.

Follow The Runtime Architecture

Use the system design page to see how lightweight player identities claim seats and drive one shared server-authoritative tank.

Check The Scope

Use the scope page to separate implemented systems from scaffolded systems such as commander mechanics and lose-condition handling.