
World War F
Project Overview
World War F is a 2D real-time multiplayer strategy game developed in Unity using C# and Photon PUN 2. In this project, players choose a country, create or join online rooms, and compete against other players in a resource-driven war to achieve ultimate victory by constructing and launching an atomic bomb.
The gameplay combines resource gathering, base building, and strategic combat. Players collect gold, uranium, and rock to construct military structures and units such as castles, artillery, and tanks. They can also deploy special abilities like airstrikes to damage enemy bases and gain a tactical advantage. The first team to successfully build and launch the atomic bomb wins the match.
The project features full online multiplayer functionality, synchronized gameplay, and a competitive win condition inspired by real-time strategy games.
Key Features
- Online Multiplayer — Built with Photon PUN 2 for real-time networked gameplay.
- Country Selection System — Players can choose their preferred country before entering a match.
- Room Creation and Joining — Supports creating private/public rooms and joining existing matches.
- Resource Gathering — Collect gold, uranium, and rock to fuel construction and military production.
- Base Building — Construct castles and other structures to strengthen your position.
- Military Units — Build and control tanks and artillery for offensive and defensive combat.
- Airstrike Ability — Launch aerial attacks to damage enemy forces and structures.
- Atomic Bomb Victory Condition — Build and launch a nuclear weapon to secure victory for your team.
- Team-Based Strategy — Encourages coordination, planning, and efficient resource management.
- Network Synchronization — Keeps player actions, units, and game states synchronized across clients.
Technical Implementation
Core Systems Developed
- Lobby Manager — Handles connection to Photon servers and room matchmaking.
- Country Selection Manager — Saves and applies the player's selected nation.
- Network Game Manager — Synchronizes match state, player spawning, and win conditions.
- Resource System — Tracks collection and spending of gold, uranium, and rock.
- Construction System — Validates resource requirements and spawns buildings and units.
- Combat System — Controls artillery firing, tank movement, and damage calculations.
- Airstrike Manager — Executes targeted special attacks.
- Atomic Bomb System — Manages bomb construction, launch sequence, and victory detection.
- UI Manager — Handles lobby screens, resource displays, and in-game controls.
Technologies Used
- Unity
- C#
- Photon PUN 2
- Visual Studio
- 2D Physics and Colliders
- Real-Time Networking
Development Challenges and Solutions
Synchronizing Multiplayer Gameplay
One of the main challenges was ensuring that resources, units, buildings, and combat events remained consistent across all connected players. Photon PUN 2 RPCs and synchronized variables were used to maintain authoritative game state updates.
Balancing Strategy Systems
Resource costs and construction requirements were tuned to create meaningful choices between defense, offense, and progressing toward the atomic bomb objective.
Implementing a Unique Win Condition
The atomic bomb system required coordinating multiple stages, including resource accumulation, construction, and launch events, culminating in a synchronized victory sequence visible to all players.
Skills Demonstrated
- Multiplayer Game Development
- Network Synchronization
- Real-Time Strategy Mechanics
- Resource Management Systems
- Object-Oriented Programming (OOP)
- UI and Lobby Development
- 2D Gameplay Programming
- Problem Solving and Debugging
Learning Outcomes
This project strengthened my understanding of multiplayer networking, synchronized game systems, and strategic gameplay design. It also enhanced my ability to build large-scale interconnected systems involving matchmaking, resource management, combat, and custom win conditions in a competitive online environment.

World War F