MASOUD BAHRAMIPRODUCT / FULL-STACK / AUTOMATION
CASE / 026Multiplayer strategy game

BATTLESBattles

Designed and developed Battles, a playable experimental strategy game for a client. Its persistent seasonal world connects resource economics, city development, armies, combat and trade. I translated the client's rules into a coherent progression and competition loop, built the game logic and persistent player/world state, and deployed the Telegram version.

My responsibilityGame-system design, development and deployment
StatusPlayable experimental version
AccessTelegram version for play and review
ProductPersistent world and seasonal competition loop
Product workflow diagramBATTLES
01Economy and resources
02City and army
03Combat and trade
04Alliances and seasons
WORKFLOW

A functional map showing the main parts of the product.

Game worldPersistent and seasonal
EconomyResources, construction and trade
CompetitionArmies, combat, alliances and events
Game interfaceTelegram
PRODUCT WORKFLOW

The product workflow

  1. 01 / 04

    Economy and resources

    Resource production and consumption shape city growth and each player's priorities.

  2. 02 / 04

    City and army

    Construction, upgrades and troop training connect the economy with the player's competitive capacity.

  3. 03 / 04

    Combat and trade

    Combat, recovery and resource exchange affect persistent player and world state.

  4. 04 / 04

    Alliances and seasons

    Group collaboration, events and seasonal rules place individual progression within shared world competition.

SCOPE & DESIGN

Scope and key decisions

  1. 01

    Turn rules into a coherent game

    The client had rules and requirements for a strategy game. I defined how the economy, city growth, armies, combat and competition fit into player progression, then implemented those rules as a playable system.

  2. 02

    A world that preserves its state

    Game logic connects construction and training timers with city and army state, trading and battle outcomes. World and player information persists so progression and interaction continue within the same shared environment.

  3. 03

    A Telegram version for play and review

    The Telegram interface presents game actions and state to players, with an experimental version deployed for client review. My scope covers system design and software development across the economy, combat, alliances and seasonal events.

PRODUCT COMPONENTS

Product components

  1. 01Economy and player-progression design
  2. 02Cities, construction, armies and timed actions
  3. 03Combat, recovery and trade
  4. 04Alliances, events and seasonal world state
  5. 05Telegram-version development and deployment

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Describe the problem and scope so we can work out how to design and build it.

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