Development Time: 2016-2020
The game is a "semi-authoritative" game in the sense that it attempts to mitigate cheating by validating the data sent to the server, but without the overhead of running a fully tick-accurate simulation on the server. One additional advantage of such design is that it makes writing the networking code much simpler. An example of this is when a player is in a "room" or a match, the server determines whether the player's state is valid before it relays the data to other players. For instance, a player's velocity will never exceed a certain amount, or a player should never be equipped with a loadout that they don't own.
In addition to designing a visually appealing on-screen HUD, a collection of UI systems was implemented, including a lightweight MVVM-like data binding UI framework for displaying data, an interactive popup/modal system for displaying customizable content to users.
Despite receiving a lot of positive feedback upon release, I ended up removing the game from the app store due to increasing server costs and the aforementioned shortcomings.