Kept the shrinking arena and collection loop while emphasizing skills, tactics and cosmetic expression. Visibility and cover support ambushes, flanking and surprise attacks.
StarAssault / Battle Royle
Two names for the same project. A collect–fight–progress loop combines top-down fog of war and real-time ballistics, connecting match pacing, map tactics and multiplayer combat feedback.
My work on this project.
Airfields, bases, farms and other zones were planned together with match duration, movement speed, firing range, weapon classes and ammunition to shape pacing.
The server checks health, cooldowns, ammunition and range; native ballistics feed collision results into hit processing. Clients connect weapon state, effects and HUD, with path/AOI synchronization and movement correction.
Grid navigation, collision, fog of war and chunked maps form the technical approach. Map data feeds both client and server for content production and combat debugging.
Delivered and launched in about four months through small iterations, task planning and cross-region play feedback.
Spatial architecture: extended Recast Navigation with coarse nine-cell neighborhoods for visible-character synchronization, coordinated overlapping-scene synchronization and 3D resource loading for seamless worlds, and used grid collision checks to reduce server hit-detection cost.