Exiencore
Competitive multiplayer arena scene with dramatic lighting

Multiplayer

Nova Arena — Multiplayer Systems

Authoritative multiplayer architecture, session flow and dedicated server deployment for a fast-paced competitive arena project.

Challenge

A single-player arena prototype needed to become an online competitive game. Movement and abilities assumed local authority, and there was no session, lobby or server infrastructure at all.

Objectives

  • Convert gameplay to a server-authoritative model
  • Keep input response acceptable at 120ms round trip
  • Ship a containerized dedicated server build
  • Establish a per-player bandwidth budget

Technical Approach

We separated cosmetic from authoritative state, moved damage, scoring and ability activation to the server, and introduced prediction with reconciliation for movement and instant-feedback abilities. Session flow was rebuilt around the online subsystem with lobby, party and reconnect handling. Dedicated servers were containerized for automated deployment.

Development

  • Replication graph and relevancy tuning
  • Client prediction and rollback for movement
  • Lag compensation for hit registration
  • Lobby, party and reconnect flow
  • Dedicated server build pipeline and container images
  • Network profiling harness with simulated latency and loss

Key Features

  • 01Server-authoritative combat and scoring
  • 02Predicted movement and abilities
  • 03Lobby, matchmaking hooks and reconnection
  • 04Automated dedicated server deployment

Technology Stack

Unreal Engine 5C++GASReplication GraphOnline SubsystemDocker

Results

  • Stable sessions under simulated 150ms latency and 3% packet loss
  • Per-player bandwidth held inside the target budget
  • Repeatable server deployments from CI

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