
PVE Game Prototype
PVE Game Prototype
Unity, C#, Multiplayer Netcode, AI Logic

Overview
Developed as a final elective project, this solo endeavor is a PC-based cooperative PVE game. The primary focus was building a robust network architecture that supports synchronized combat and shared progression between players.
Core Mechanics & Systems
Asymmetric Class System: Designed and programmed two distinct character classes (Melee and Ranged) with unique combat styles, input handling, and animation logic.
Multiplayer Networking: Implemented network synchronization for player movement, attack states, and environment interactions to ensure a smooth cooperative experience.
Shared Quest Architecture: Engineered a dynamic quest system where objectives and progression are synchronized globally across all connected clients.
NPC Behaviors: Developed enemy AI and interactive quest-giver NPCs utilizing Unity NavMesh and state-driven logic.
Technical Challenge As a solo developer, the biggest hurdle was ensuring that the shared quest system remained perfectly synced with the multiplayer framework. Structuring the codebase to handle server authority and client prediction was crucial for preventing desyncs during combat and quest state updates.
Overview
Developed as a final elective project, this solo endeavor is a PC-based cooperative PVE game. The primary focus was building a robust network architecture that supports synchronized combat and shared progression between players.
Core Mechanics & Systems
Asymmetric Class System: Designed and programmed two distinct character classes (Melee and Ranged) with unique combat styles, input handling, and animation logic.
Multiplayer Networking: Implemented network synchronization for player movement, attack states, and environment interactions to ensure a smooth cooperative experience.
Shared Quest Architecture: Engineered a dynamic quest system where objectives and progression are synchronized globally across all connected clients.
NPC Behaviors: Developed enemy AI and interactive quest-giver NPCs utilizing Unity NavMesh and state-driven logic.
Technical Challenge As a solo developer, the biggest hurdle was ensuring that the shared quest system remained perfectly synced with the multiplayer framework. Structuring the codebase to handle server authority and client prediction was crucial for preventing desyncs during combat and quest state updates.