what is this?
a 2v2 shooter. like halo 1.
just the systems: respawn logic, gun balance, timing, movement, physics, and most importantly: all the little things.
not 1:1, but it's really close
it has to feel right
head x shield x health (per weapon) multiplier logic is wayyyyyy trickier than it looks
i'm replicating halo 1 multiplayer as closely as i can. and then i'll build on top of it.
why?
because high-level halo 1 2v2 is one of the best competitive formats ever made. there's still a community scattered across discord servers and old hardware.
this genre deserves a modern platform. something lean, focused, and playable in 2025 and beyond.
also: i just love it. this is my little art project. even if it goes nowhere, i’m still building it for me. but eventually, i’ll be pulling in friends. better coders, musicians, artists, map designers, and halo 1 heads to help shape it into something bigger. (looking @ you hasuku, insidi0us, stuntman, patch, and hirsute).
5 weeks in.
i had 3 systems that needed to feel right, or i wouldn’t move forward.
they do. we’re good. the trinity is in place:
- spawn system
- weapon + damage handling
- physics (grenades + player)
the hardest parts of phase 1 are complete. those are done and working. i'm thrilled.

the plan, in 6 phases:
phase 1 – systems foundation
- basic gameplay systems up and running (even if they're rough)
- player controller, weapons, physics, health/damage, etc.
phase 2 – animations
- first pass locomotion and feel
- just the basics
phase 3 – networking + multiplayer
- multiplayer and networking
- iterating on gameplay with real matches
- reaching out to map-makers, testing ideas
phase 4 – visuals, modeling, animation polish
- character models, weapon models, environments, and fx
- another animation pass
phase 5 – ui/ux + feature layering
- HUD, menu systems, game loop polish
- adding ranked, stat tracking, etc.
whatever comes next...
- community, content, lore
so, where are we now?
|
phase 1
|
phase 2
|
phase 3
|
phase 4
|
phase 5
|
if you'd like to follow progress little more closely, here's a link to my tracker. it's not everything. snapshot below.
| tasks | status | category | phase |
|---|---|---|---|
| ammo/mags handeler | done | weapon systems | phase 1 (core) |
| ar coding | done | weapon systems | phase 1 (core) |
| assign colors to bots | done | player systems | phase 1 (core) |
| assign teams | done | gameplay systems | phase 1 (core) |
| auto gen colors | done | gameplay systems | phase 1 (core) |
| damage system | done | player systems | phase 1 (core) |
| death camera | done | player systems | phase 1 (core) |
| drop weapon on death | done | gameplay systems | phase 1 (core) |
| drop wep on pickup | done | gameplay systems | phase 1 (core) |
| frag grenade coding | done | weapon systems | phase 1 (core) |
| nade powerups to self | done | physics | phase 1 (core) |
| nade weapons to self | done | physics | phase 1 (core) |
| healthpack | done | gameplay systems | phase 1 (core) |
| hold 2 weapons | done | gameplay systems | phase 1 (core) |
| hold key on pickup | done | user interaction | phase 1 (core) |
| impulse/ragdoll on death | done | physicsplayer systems | phase 1 (core) |
| match timer | done | gameplay systems | phase 1 (core) |
| melee | done | weapon systems | phase 1 (core) |
| overshield | done | gameplay systems | phase 1 (core) |
| pistol coding | done | weapon systems | phase 1 (core) |
| deathscreen | done | player systems | phase 1 (core) |
| respawns | done | gameplay systems | phase 1 (core) |
| sep head, body on damage | done | player systems | phase 1 (core) |
| shoot powerups down | done | physics | phase 1 (core) |
| shoot weapons down | done | physics | phase 1 (core) |
| shotgun coding | done | weapon systems | phase 1 (core) |
| sniper coding | done | weapon systems | phase 1 (core) |
| split screen built-in poc | done | player systems | phase 1 (core) |
| starting spawns | done | gameplay systems | phase 1 (core) |
| sticky grenade coding | done | weapon systems | phase 1 (core) |
| switch wep animation | done | weapon systems | phase 4 (modeling) |
| teleporters | done | map systems | phase 3 (multiplayer) |
| zooming | done | weapon systems | phase 1 (core) |
| animnotify on reloads | open | weapon systems | phase 1 (core) |
| camo | open | gameplay systems | phase 1 (core) |
| crouch | open | player systems | phase 2 (basic anim) |
| delay wep reloads | open | weapon systems | phase 1 (core) |
| delay wep switching | open | weapon systems | phase 1 (core) |
| grenade throw post-delay | open | weapon systems | phase 1 (core) |
| pickup ammo | open | weapon systems | phase 1 (core) |
| ar model | todo | weapon systems | phase 4 (modeling) |
| assign color to main player | todo | player systems | phase 3 (multiplayer) |
| assign player names | todo | gameplay systems | phase 1 (core) |
| backsmack modifier | todo | weapon systems | phase 1 (core) |
| double melee | todo | weapon systems | phase 1 (core) |
| fix melee collision | todo | weapon systems | phase 1 (core) |
| fps in-game | todo | gameplay systems | phase 5 (tweaking) |
| frag grenade model | todo | weapon systems | phase 4 (modeling) |
| grenade powerups | todo | physics | phase 1 (core) |
| lobby | todo | menus | phase 3 (multiplayer) |
| mappable hotkeys | todo | user interaction | phase 3 (multiplayer) |
| menu | todo | menus | phase 3 (multiplayer) |
| pistol model | todo | weapon systems | phase 4 (modeling) |
| player names over head | todo | player systems | phase 3 (multiplayer) |
| reverse tele-frag logic | todo | map systems | phase 3 (multiplayer) |
| rockets coding | todo | weapon systems | phase 1 (core) |
| rockets model | todo | weapon systems | phase 4 (modeling) |
| score screen | todo | player systems | phase 1 (core) |
| shotgun model | todo | weapon systems | phase 4 (modeling) |
| shotgun reload | todo | weapon systems | phase 1 (core) |
| sniper model | todo | weapon systems | phase 4 (modeling) |
| spawn weps on timer | todo | gameplay systems | phase 1 (core) |
| spawns full handeler | todo | gameplay systems | phase 1 (core) |
| split screen | todo | player systems | phase 3 (multiplayer) |
| sticky grenade model | todo | weapon systems | phase 4 (modeling) |
| swappable grenades | todo | weapon systems | phase 1 (core) |
| teleporters reverse logic | todo | map systems | phase 3 (multiplayer) |
| xxy | todo | weapon systems | phase 1 (core) |
| zooming clean up code | todo | weapon systems | phase 1 (core) |
thnx
dre
