What I've done
-
Network Programming with Photon (Physics, networked datas)
-
Game Architecture (Game State)
-
UI & Systems (Game State, Gameplay architecture)
-
Management (Programmers organisation, notion & tasks tracking)

What I've learned
-
Photon API
-
Network Optimisation
-
Adapting a game architecture for networking
-
Managing physics with network
-
Introducing Unity to a new team mate programmer

Description
During 4 months, our team and I worked on a party game called Piñatatane. Piñatatane is a multiplayer game where you play a piñata. You're in an arena and your goal is to recover the greatest candies as you can. You can dash on other piñatas to steel their candies.

Problems
During the production, we met some problems with the network, as Photon used a component called a PhotonView, which allowed to share datas in network or to invoke functions via Remote Procedural Call. To use RPC, the function needs to be on the same object of the photon view and this method creates big constraints about the game architecture.
Resulting that, Photon is more efficient for the creation of turn-by-turn games.
If I had to rework on a new networked game like Piñatatane, I'll use a client-server solution like MLAPI or Darkrift II.
Team


