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)..
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.
Cloud networking solution for multiplayer connections.
Framework for multiplayer synchronization.
Real-time multiplayer communication system.
Synchronized data sharing between clients.
Pattern for managing game state transitions.
Adaptive interface for multiple screen resolutions.
Custom logic for single-player opponent behavior.
Engineered drag-and-drop card placement system with mouse controls, including right-click card inspection and unit interaction feedback..
Implemented intelligent highlighting system that provides clear visual feedback for movement ranges, construction possibilities, and combat targeting.
Designed and implemented a robust Finite State Machine managing all game phases from construction to combat resolution.
Integrated Unity Relay for reliable peer-to-peer connections, supporting both public and private lobby systems.
Optimized multiplayer experience using RPC Parameters and NetworkVariables for efficient host-client synchronization.
Built comprehensive matchmaking system with password-protected rooms and player customization features.
Created intuitive balancing panels enabling Game Designers to iterate on card values without code modifications.