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:
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Implemented a global game state manager in Unity with C# to pause all player and AI actions.
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Created a server-client voting system: players vote on decisions; server calculates results and broadcasts to all clients.
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Designed gameplay logic to integrate voting results, including pausing rounds and syncing states.
Why I Did It This Way:
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Global pause ensures no desync between clients, better than pausing individual player scripts.
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Server-side vote calculation prevents cheating and ensures fairness.
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Using C# + Unity networking was the most stable approach for real-time updates.
Challenges / Lessons Learned:
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Initially, only individual player data was tracked locally, causing inconsistencies between players.
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Solved the issue by properly syncing all relevant player states across clients.
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Learned to manage global game states in multiplayer to ensure consistent gameplay.
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Future improvements: implement round preparation timer and optional in-game chat for coordination.
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