Multiplayer Fishing Simulation

A networked fishing simulator featuring immersive gameplay, real-time multiplayer systems, and cloud-integrated services.

This project is a complex multiplayer fishing simulation game built in Unity. It offers a rich, immersive experience with realistic fishing mechanics, dynamic environments, and robust networked interactions. The game is backed by a Client-Server architecture using Photon Fusion to ensure synchronized and responsive multiplayer gameplay.

Development features:

  • Photon Fusion multiplayer with client-server architecture designed for scalability, low-latency co-op play and security (server authoritative).
  • Fishing Mechanics: Fully simulated fishing mechanics including casting, reeling, rod bending, rope tension and lure/float physics built on a modular system for future expansions.
  • Fish AI system that reacts to player actions and environment conditions, supporting varied species behaviors.
  • Weather System: Real-world weather sync via location-based data, driving gameplay changes and seasonal content hooks.
  • Unity Cloud integration (Economy, Cloud Save, Cloud Code) for backend-free player progression, inventory and monetization support.
  • Chat: Session-based and global chat to foster community interaction, using lightweight network messaging and moderation-ready structure.
  • Boat Driving: Networked boat driving system, allowing shared exploration and interaction across a large open water map.
  • Networked Character: Custom character controller with fully animated movement system and gesture synchronization between clients.
  • Switchable FPP/TPP perspectives to give players flexibility in immersion and control, implemented with a clean, reusable camera system.

Challenges & Learnings:

Developing this project pushed me to solve a range of technical challenges, especially around synchronizing complex physics systems like fishing lines, lures and dynamic rope behavior in a multiplayer setting using Photon Fusion. Ensuring smooth and authoritative client-server interactions required implementing prediction and efficient state reconciliation. I also tackled issues related to perspective switching (FPP/TPP), seamless boat control across clients and building modular, networked gameplay systems. Integrating Unity Cloud services (Economy, Cloud Save, Cloud Code) introduced backend considerations like data persistence and server-driven logic. These challenges helped me gain deep experience with Photon Fusion’s networking model, Unity’s cloud ecosystem and multiplayer architecture principles—significantly enhancing my skills in network optimization, physics programming and real-time multiplayer game design.

Coming soon…

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