GREEK WAR

This represents my contribution to the Universal Lab team for the development of Greek War. I was responsible for programming all gameplay systems (both singleplayer and multiplayer) in direct collaboration with Game Designers. Team: Guilherme L. De Cicco (Game Designer), Stefano Zantut (3D Art), Matheus Correia (Narrative Designer), Eduardo Candido and Luana Hintz (2D Art), K.O. Midias & Marketing (Promotion), Audio Sunflyer (Soundtrack, Sound Effects)..

Overview

A turn-based card and board game that can be played offline in single-player or online multiplayer. Players must choose between Ancient Greek city-states (Athens and Sparta in the prototype version) with unique strategic characteristics. The 4-row, 6-column board houses each card's buildings, and the objective is to complete a row with units from their city-state. Units have attack and defense values ​​that the player can use to determine combat and pave the way to victory. Each unit has its own unique characteristics: restricted building positions, attack range, abilities that can increase the defense and attack of neighboring units, and the ability to move, among others.

Key Features

Unity Relay

Cloud networking solution for multiplayer connections.

Unity Netcode for GameObjects

Framework for multiplayer synchronization.

RPC (Remote Procedure Calls)

Real-time multiplayer communication system.

NetworkVariables

Synchronized data sharing between clients.

Finite State Machine

Pattern for managing game state transitions.

Adaptive UI/UX

Adaptive interface for multiple screen resolutions.

AI Algorithms

Custom logic for single-player opponent behavior.

Technical Details

Engine:
Unity 6000.2.6f2 LTS
Language:
C#
Genre:
Strategy, Turn-Based, Cards
Platform:
PC (Windows)
Team Size:
Medium: 6 to 15 members
Project Status:
Apha Version
My Role:
Lead Programmer

Challenges & Solutions

Intuitive Card Mechanics

Engineered drag-and-drop card placement system with mouse controls, including right-click card inspection and unit interaction feedback..

Dynamic Board Visualization

Implemented intelligent highlighting system that provides clear visual feedback for movement ranges, construction possibilities, and combat targeting.

Turn-Based Combat Flow

Designed and implemented a robust Finite State Machine managing all game phases from construction to combat resolution.

Seamless Networking

Integrated Unity Relay for reliable peer-to-peer connections, supporting both public and private lobby systems.

Real-time Communication

Optimized multiplayer experience using RPC Parameters and NetworkVariables for efficient host-client synchronization.

Lobby Management

Built comprehensive matchmaking system with password-protected rooms and player customization features.

Designer-Friendly Tools

Created intuitive balancing panels enabling Game Designers to iterate on card values without code modifications.

Screenshots

Responsibilities

  • Worked closely with game designers on balancing tools and mechanics
  • Ensured code quality standards and performance optimization across all systems
  • Guided team architecture decisions and established coding standards
  • Resolved complex technical challenges in multiplayer networking and AI systems
  • Led development of core gameplay mechanics and user interface systems
  • Created and maintained technical specifications for team reference
  • Designed core game systems following SOLID principles and best practices