Raid Party

High Concept: 3D Boss team fight where 4 players enter the boss arena and fight the Oil Boss using their abilities and ultimate. They can choose 3 diferente classes, the wind mage, the adrenaline tank and archer.

Engine & Language: Made in Unity. C#

Team: 7 programmers and 3 designers

Network Programmer

My Role: I joined this project as there was an opportunity for me to develop my network programming skills. The game was developed in Unity. I decided to use Net.Socket instead of the tools that Unity has because I felt I would have more freedom when adding the different gameplay functionalities to the LAN system.

Developed UDP-Based LAN System:

  • Tools/Technologies Used: Net.Socket, UDP

  • Key Achievements: Created a LAN system from scratch, enabling seamless multiplayer gameplay over a local network.

Implemented Authoritative Server Architecture:

  • Tools/Technologies Used: Net.Socket, UDP

  • Key Achievements: Designed and implemented an authoritative server where a player acts as the host, ensuring synchronization and managing game states across clients.

Handled Packet Transmission and Reliability:

  • Tools/Technologies Used: Net.Socket, UDP

  • Key Achievements: Implemented a system with both volatile and non-volatile packets, ensuring reliable communication by waiting for acknowledgments for non-volatile packets.

Implemented Client-Server Synchronization:

  • Tools/Technologies Used: Net.Socket, UDP

  • Key Achievements: Managed input handling and simulation synchronization between client and server, ensuring total synchronization for ability casting and damage resolution without online delays due to the LAN setup.

Developed Abilities for Adrenaline Tank Class:

  • Tools/Technologies Used: [Specify tools/technologies if applicable]

  • Key Achievements: Implemented two abilities, gaining a deep understanding of ability creation and integration within the LAN system.

Notable Challenges Overcome:

  • Ensured synchronization between the client and server simulations, particularly for ability casting and damage resolution, overcoming potential issues with delay and reliability within a LAN environment.

Key Contributions:

  • Solely developed the network programming for the game, creating a robust LAN system that enhanced multiplayer gameplay.

  • Successfully integrated abilities into the networked environment, ensuring smooth and synchronized gameplay experiences.