After laying the foundation for multiplayer, ranking and matchmaking, Sprint 8 was about making Connect 3D feel truly real-time. This meant saying goodbye to constant polling and welcoming push-based architecture – where updates are delivered instantly, and players are notified the moment it’s their turn. This was probably one of the most technically challenging sprints…
Sprint 7 marked a shift from infrastructure to user experience – making Connect 3D feel more like a connected, living game. This time, I focused on game statistics, player rankings, and matchmaking. It’s been both challenging and incredibly rewarding to see the game reach a point where competition and progression start to matter. Game Statistics…
This sprint was all about data and opponents. With the game now live in Azure and backed by a real CI/CD pipeline, it was time to replace the placeholder JSON storage with a proper database – and add something I’ve been wanting for a while: AI players. Goodbye JSON, Hello PostgreSQL Until now, all game…
With the multiplayer architecture and account system up and running, this sprint was all about one thing: going live in the cloud. I’m thrilled to say that the Connect 3D server backend is now officially hosted in Microsoft Azure! From Localhost to Cloud Host Moving from running Docker Compose on my local network to deploying…
After introducing multiplayer in the previous sprint, Sprint 4 was all about making it personal. Connect 3D now supports real user accounts, secure sign-ins, and friend lists – and with that, the foundations of a social multiplayer game are in place! Calilynx Accounts and Secure Sign-In This sprint’s biggest challenge? Authentication and identity. I added…
Sprint 3 was all about one thing: multiplayer. And I’m happy to report – Connect 3D can now be played across devices over the network! 🎉 Business Logic Moved to the Server Until now, all the game logic lived on the client. In this sprint, I rewrote and refactored the core logic and moved it…
After spending the first two weeks getting a playable prototype running, I dedicated Sprint 2 to polishing the local game experience. And wow – it made a huge difference. Smarter Lighting, Smoother Perspective I initially used a rotating 3D board with a single light source and cast shadows. It looked cool, but the shadows ended…
I was expecting the first couple of weeks to be mostly groundwork – figuring out Unity, fiddling with build settings and fighting the usual Android deployment quirks. And yes, there was some of that. But it all went smoother than I expected. Way smoother. Now, by the end of week two, I already have a…
The past three months have been intense – and incredibly rewarding. In this first post, I want to share a bit about what’s happened so far, what I’ve been learning, and why I’m now ready to begin developing the biggest game project I’ve ever taken on: Connect 3D. Three Months of Learning and Preparation This…