Hunu Interactive — Turn-Based Strategy
Tectonic Tactics is a turn-based strategy game developed at Hunu Interactive. My focus was on the systems layer — building the networking infrastructure, designer tooling, and AI opponent that power the game. The goal throughout was to create systems that were not just functional, but designer-friendly: non-programmers could iterate on abilities, tune AI difficulty, and create new content without ever touching code.
The multiplayer implementation supports cross-platform play between Windows, Mac, and iOS, with players connecting from anywhere in the United States through Unity's Lobby and Relay services.
Built a tool that allowed game designers to author ability templates directly in spreadsheets. Importing a CSV into the Unity project automatically parsed the data and populated ScriptableObjects acting as ability definitions. Creating new abilities or tuning existing ones became a two-step, code-free process — dramatically speeding up the design iteration cycle.
Implemented a minimax algorithm that builds subtrees of possible game outcomes and selects the moves that maximise the bot's positional advantage. The AI's aggressiveness and risk tolerance are exposed as tunable parameters — fully adjustable by game designers with no code changes required — allowing the bot to feel challenging for veteran players while remaining accessible at lower difficulties.
Designed a Command Interface pattern where all player inputs — unit movement, captures, and unique unit abilities — are packaged as commands and sent to a CommandProcessor on the server. The server validates each command (preventing client-side cheating), executes it authoritatively, then fires Client RPCs to sync visuals across all connected clients.
Built a lobby system using Unity's Lobby and Relay APIs that allows players on Windows, Mac, and iPhone to discover and connect to each other regardless of geographical location or device type — tested successfully between opposite ends of the United States.