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Case study · Multiplayer product system

FightGame

A personalized-avatar multiplayer pixel RPG where player identity, online presence, skill-card state and turn resolution have to remain coherent across a branching client–server product.

Status
Core playability completed
My role
Product direction & acceptance
Delivery
Persistent multi-Agent workflow
Evidence
Code paths, checks & browser captures
FightGame synchronized online battle showing two player states and a Guard Break action

The challenge

The difficult part was not producing another game screen. The same player identity had to survive the profile, overworld, remote-player and battle contexts. Two online players also needed to submit different actions but receive one shared, authoritative round result.

I translated the broad game direction into staged systems, set module boundaries and acceptance priorities, coordinated persistent Agent ownership, and reviewed the actual playable flows as the product grew.

FightGame shared world with a player and named NPCs
Shared world and NPC layer
FightGame profile with avatar and equipped cards
Persistent identity and card loadout

How one round works

Player actions are treated as submitted intentions. The server waits for the required inputs, validates and stores them, resolves the rules and persists the round. Both clients then render the same result.

Player ASubmit command
Server authorityValidate · resolve · persist
Both clientsRender one outcome

Three product decisions

  1. 01

    Separate intention from resolution

    Each player submits a command; the server owns the authoritative round result instead of trusting either client.

  2. 02

    Keep identity consistent

    Profile, overworld, remote-player and battle views use the same player identity rather than disconnected representations.

  3. 03

    Make mechanical depth readable

    A code-verified 79-card catalogue supports limits, elements, counters, statuses and combo setup/payoff while preserving an explainable core loop.

Contribution

What I owned

  • Product direction and staged priorities
  • System and Agent ownership boundaries
  • Review of multiplayer, battle, cards, identity, map and interface results
  • Playable-flow acceptance and correction decisions

What Agents accelerated

  • Substantial client, server and tooling implementation
  • Tests, contract checks, documentation and handoffs
  • Module debugging and integration corrections
  • Authorised deployment and operational tasks

Status and boundary

The core-playability milestone was completed.

A later phase covering tournaments, live streaming and operations was planned or partially scaffolded, but the client did not commission that expansion.

This case does not claim public launch, production readiness, revenue, user count or verified business impact. The selected captures use an ephemeral guest identity and contain no wallet address, credential, client material or transaction data.

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