
Multiplayer RTS
A solo-built real-time strategy prototype focused on multiplayer synchronization, core RTS systems, and scalable architecture.
Problem
I wanted to build a real-time multiplayer strategy game, combining systemic RTS gameplay with real-time networking while managing synchronization, logic, performance, and scalability as a solo developer.
Solution
Developed a multiplayer RTS prototype focused on unit control, real-time synchronization, and gameplay logic, while iterating on architecture patterns to keep systems modular and maintainable.
Role
Solo developer responsible for game design, programming, networking implementation, system architecture, and testing.
Outcomes
The project was paused due to scope and technical complexity, but it became a deep technical learning case that significantly strengthened my understanding of multiplayer systems.
Lessons Learned
- Multiplayer complexity scales exponentially when combined with systemic genres like RTS.
- Scope control is critical for long-term momentum.
- Clean architecture and modular systems are essential in multiplayer projects.
- Finishing smaller projects builds more leverage than endlessly expanding ambitious ones.