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Team Structure & Roles#

  1. Jose Praveen Karuppiah [Back-end Programmer]

    • Server, Ideation, Concept development, Design thinking.
    • Expertise: Game Mechanics, Server development, Prototyping, Level building, Narrative design, C#, UI integration, Lighting.
  2. Paul John Shaji [Front-end Programmer]

    • Mechanics, Innovation.
    • Expertise: Game Mechanics, Prototyping, Level Building, Narrative Design, UE Node Development, C# Scripting, C++, Lighting, Asset Integration, UI Integration.
  3. Ashiq Mohammed

    • No work done
    • No work done
  4. Jeswin Sunil

    • No work done
    • No work done
  5. Bigyan Shrestha

    • Character Designer
    • Expertise: Asset Creation, Documentation, Animation, 3D Modelling.

What Went Well#

  • Consistent Progress & Documentation Throughout this project, I kept a clear and structured development log that helped me track my progress step by step—from learning the basics of Photon Unity Networking (PUN) to integrating everything into the final game.

  • Independent Learning I took the initiative to learn PUN independently through official documentation and YouTube tutorials. This helped me get comfortable with both basic and more advanced multiplayer networking concepts.

  • Implemented a Functional Lobby System I built a complete multiplayer lobby system that evolved steadily each week. I started with basic network connections and moved towards a feature-rich lobby where players could choose their teams and abilities.

  • Final Integration Integrating everything into the main game was one of the most challenging tasks, especially converting previously offline mechanics into fully networked components. I’m proud of how I managed to overcome those issues and make it all work together.

  • Bug Fixing & Debugging I significantly improved my debugging skills during this project. I developed a much better understanding of how networked behaviours interact with core gameplay logic, and I got more comfortable solving problems on the go.

What I Learned#

  • I’ve gained hands-on experience with core PUN functionalities.

  • I learned how to manage multiplayer logic like lobbies, team selection, and ability syncing.

  • I figured out how to tie in UI and game logic into a multiplayer setting.

  • I became better at problem-solving and tackling bugs, especially in a networked environment.

Team Experience#

  • Two of my teammates (Ashiq and Jeswin) didn’t contribute much to the development process. I noted this throughout the journal logs while maintaining professionalism.

  • Despite the uneven team effort, I kept moving forward and made sure the project didn’t fall behind.

  • I collaborated well with the rest of the team and maintained a positive attitude to keep things on track.

Areas I Can Improve#

  • Written Polish Some of my journal entries had typos and clumsy phrasing. I realise now that more polished writing would improve the professionalism of my documentation—especially if I want to include this in my portfolio.

  • Terminology Accuracy A few terms and phrases like “selection pannel” or “cast my a locally selected ability” were either misspelled or not clearly stated. I need to focus on being more precise with technical language.

  • Video Presentation I could improve how I present videos for documentation—ensuring titles are clear and that I demonstrate exactly what was accomplished in each phase.

Final Thoughts#

Looking back, I feel proud of what I accomplished in Rocket Rebels. Even with limited support from some teammates, I managed to independently tackle one of the most complex parts of the project: building the multiplayer system using PUN. I stayed consistent, picked up new skills along the way, and pushed through technical challenges. With a bit more polish in how I present my work—especially in writing and videos—I believe this project will be a strong addition to both my academic and professional portfolio.

Feedback
https://fuwari.vercel.app/posts/feedback/
Author
Jose Praveen Karuppiah
Published at
2025-05-06
License
CC BY-NC-SA 4.0