Devlog: Lobby System for Zoofite – Invite Friends, Start a Party!
In this devlog, I’ll show how we built a simple yet robust lobby (party) system using Unity Lobby. The goal was to allow players in Zoofite to create a party,…
In this devlog, I’ll show how we built a simple yet robust lobby (party) system using Unity Lobby. The goal was to allow players in Zoofite to create a party,…
PreBoot Scene – Connection Check Before anything else is allowed to run, we perform a full connection health check using the AdvancedConnectionChecker component. This verifies: Stable internet access using HEAD…
Since our last major devlog, where we introduced the inventory system, a lot has happened. This entry summarizes everything we’ve built since then — not only technically, but also in…
March 2025 - by the Cockfite Dev Team Overview In this development blog, we're highlighting the final structure of our player inventory system, with a particular focus on how items…
From the start, our goal for Cockfite was clear: to build a responsive and precisely synchronized multiplayer weapon system that still feels dynamic and fluid. In this blog post, we…
In our current development phase, we have designed an aiming mechanic for a mobile game using Unity and Photon Fusion. The goal was to create a control system that allows…
During the development of our game, we realized that having a centralized debug system would greatly improve our workflow. Instead of scattering debug logs across multiple scripts, we built a…
In game development, dropping items dynamically and ensuring they land in valid, unoccupied spaces is a critical aspect of gameplay mechanics. Whether you're working on an inventory system, a loot-based…
Today's development focused on refining the inventory system. We have successfully implemented the ability to pick up, hold, and drop items seamlessly. This brings us one step closer to a…