10 people: 3 client and 2 server developers, 3 artists, a game designer, a producer
My scope
Client and server architecture, combat, clans, editor; managing the developers
Platforms
VK · Odnoklassniki · Facebook · My World@Mail.Ru · Fotostrana
Combat
A real-time strategy in Flash: ~200 units and ~50 buildings in a battle, with many times more particles, effects and projectiles.
Flocking algorithms for hero behavior, navmesh, Theta* pathfinding.
Deterministic combat logic on the client and replays; the server validates boosters and the final numbers.
Optimization of unit logic, rendering and pathfinding.
Clans
A shared clan base that members edit concurrently.
Clan battles: members see attacks and watch the opponent's actions in near real time, about two seconds behind.
Team and tooling
Managed all development — 3 client and 2 server developers. I designed and wrote the client myself; server architecture decisions were made together with the senior server developers.
An editor for every part of the game, used by game designers and developers.