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.
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.