RAFAEL DAVID JOSÉ

CyberBattle Online

SOURCE CODE

DESCRIPTION

CyberBattle Online is a multiplayer top-down shooter where players compete to achieve the highest score within a time limit. Using Unity Networking (NGO) and Unity Relay, players battle in real-time arenas, collecting score points while engaging in laser combat. When eliminated, players lose their points and respawn after a cooldown period.

SCREENSHOTS

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MY ROLE & CONTRIBUTION

As the sole developer, I implemented the complete multiplayer networking architecture using Unity Netcode for GameObjects. My responsibilities included developing the server-client communication system with Unity Relay integration, creating custom networking solutions for client-authoritative movement, and implementing core gameplay systems including health management, scoring, respawn mechanics, and real-time leaderboard synchronization. I also developed the projectile system with dummy projectiles for responsive gameplay, bonus collection mechanics, healing spaces, and game session management with automatic restarts.

CORE CONCEPTS

This project explores multiplayer networking concepts including server authority vs client authority trade-offs, latency compensation techniques, and real-time state synchronization. It demonstrates network optimization strategies, bandwidth management, and responsive multiplayer gameplay through hybrid networking approaches.

TECHNICAL ASPECTS

CyberBattle Online was developed in Unity using C# and Unity Netcode for GameObjects (NGO). The game features a hybrid networking approach with server-authoritative gameplay and client-authoritative movement to reduce input latency. It implements Unity Relay for peer-to-peer connectivity, custom NetworkTransform components, and comprehensive bandwidth analysis tools.

COURSE: "Network Systems for Games" – Bachelor in Videogames, Universidade Lusófona (2º year, 2º semester)

PLATFORM: PC (Windows) - Multiplayer Online

DEVELOPMENT TIME: ~1 Month

TEAM SIZE: 1 developer

TECHNOLOGIES USED:

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