Gameplay Modes

Free For All

  • Every player competes individually
  • No teams or shared objectives
  • Server tracks kills and respawns

Team Deathmatch

  • Players split into opposing teams
  • Team score synchronized by server
  • Score or time-based win condition

Capture The Flag

  • Objective-based team gameplay
  • Flag state fully replicated
  • Encourages coordinated play
Project Overview

Project Multiplayer was built specifically with Steam online play in mind, focusing on a client–server authoritative networking model. The project explores scalable multiplayer architecture, replicated gameplay systems, and production-style online features such as server browsing and hosting.

  • Client-server authoritative architecture
  • Fully replicated gameplay logic
  • Steam-compatible server browser for hosting and joining games
  • Three multiplayer game modes (FFA, TDM, CTF)
  • Five plus weapon types with unique ammo handling
  • Player loadout: two primary weapons + one sidearm
  • Grenade system supporting up to four grenades
  • Power-ups including shield, super jump, and ammo pickups
  • HUD displaying ammo, grenades, health, and power-up counters
System Breakdown

Networking & Architecture

The project uses a client-server authoritative networking model where all gameplay-critical logic is validated and executed on the server. Player movement, combat actions, weapon usage, and power-up states are replicated to ensure fairness and consistency across all connected clients.

Server Browser & Steam Play

A server browser allows players to host or join multiplayer matches seamlessly. The system was designed with Steam play in mind, enabling session discovery, connection handling, and match flow similar to production multiplayer titles.

Weapon & Inventory System

Players can equip up to two main weapons and one sidearm pistol. Each weapon type maintains its own ammo pool and firing behavior. Grenades are handled as a limited resource, with players able to carry up to four at a time, all synchronized across the network.

Power-Ups & Pickups

The game includes multiple power-ups such as shields, super jump, and ammo pickups. Each power-up has its own duration or counter and is replicated to all clients. The HUD displays active power-ups and remaining effects to keep players informed during fast-paced gameplay.

HUD & Player Feedback

The HUD displays weapon ammo, grenade count, player health, and active power-ups. All UI elements are driven by replicated gameplay state to ensure accuracy and responsiveness, even under high network load.

Game Modes & Replication

Each game mode defines its own win conditions and scoring logic, all executed on the server. Objective states, scores, and match progression are replicated to guarantee synchronization and prevent client-side manipulation.

Technical Breakdown

Networking Model

Authoritative server with replicated gameplay state.

Weapon Systems

Multi-weapon inventory with per-weapon ammo pools.

Power-Ups & HUD

Replicated power-ups with real-time HUD feedback.

Engineering Challenges
  • Maintaining authoritative control while keeping gameplay responsive
  • Efficient replication of weapons, power-ups, and inventory
  • Keeping HUD state synchronized under network latency
  • Designing scalable and reusable game mode logic
Takeaway
  • Multiplayer networking expertise
  • Server-authoritative gameplay design
  • Inventory and weapon system architecture
  • Steam-ready multiplayer workflows
Engines Project →