Technology
The development of JunkRats relies on a combination of industry-standard tools and custom-built systems.
These technologies support the game's rendering, networking, character systems, and asset creation pipeline.
Game Engine
Unity
Unity is the primary game engine used to develop JunkRats.
It provides the core runtime responsible for rendering, physics simulation, scene management, and gameplay scripting.
Key responsibilities
- Real-time rendering
- Scene management
- Physics simulation
- Gameplay scripting
- Editor tooling
Networking
FishNet
Multiplayer functionality is implemented using FishNet, a networking framework designed for synchronized multiplayer gameplay.
Capabilities
- Network object synchronization
- Server authority gameplay logic
- Remote procedure calls
- Multiplayer session management
FishNet enables cooperative gameplay while maintaining responsive player interaction across connected sessions.
Voice Communication
Dissonance Voice Chat
In-game voice communication is powered by Dissonance Voice Chat.
This system allows players to communicate naturally during cooperative gameplay.
Features
- Low-latency voice transmission
- Spatial voice support
- Integration with the networking layer
Character Systems
Kinematic Character Controller
Player movement is implemented using the Kinematic Character Controller (KCC) framework.
This system provides stable and responsive character movement while supporting complex environmental interactions.
Capabilities
- Predictable character movement
- Slope handling
- Environmental collision interaction
- Network-friendly movement behavior
Art and Asset Creation
Several professional tools are used to create the environments, characters, and visual assets found in JunkRats.
Blender
Used for:
- 3D modeling
- Environment assets
- Prop creation
Substance Painter
Used for:
- Material creation
- Texture painting
- Surface detailing
Photoshop
Used for:
- Concept art
- Texture editing
- Visual design
Affinity Designer
Used for:
- UI design
- Graphic assets
- Marketing visuals
Custom Systems
In addition to third-party technologies, JunkRats includes several internal systems built specifically for the project.
These systems extend the functionality of the engine and improve development workflows.
Examples include:
- Custom asset management tools
- Editor workflow extensions
- Gameplay framework systems
- Internal development utilities
These tools allow the project to expand beyond the default capabilities of the engine while maintaining flexibility during development.