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Pause feature on Multiplayer game

Short Description:
Developed a robust multiplayer pause system and an in-game voting system to enhance player control and social interaction.

What I Did / How I Did It:

  • Implemented a global game state manager in Unity with C# to pause all player and AI actions.

  • Created a server-client voting system: players vote on decisions; server calculates results and broadcasts to all clients.

  • Designed gameplay logic to integrate voting results, including pausing rounds and syncing states.

Why I Did It This Way:

  • Global pause ensures no desync between clients, better than pausing individual player scripts.

  • Server-side vote calculation prevents cheating and ensures fairness.

  • Using C# + Unity networking was the most stable approach for real-time updates.

Challenges / Lessons Learned:

  • Initially, only individual player data was tracked locally, causing inconsistencies between players.

  • Solved the issue by properly syncing all relevant player states across clients.

  • Learned to manage global game states in multiplayer to ensure consistent gameplay.

  • Future improvements: implement round preparation timer and optional in-game chat for coordination.

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