Fleet Commander Pacific
Rescued a naval strategy game mid-development after the previous programmer left. Built multiplayer, AI, and designer tools while untangling an inherited codebase.
The Situation
Fleet Commander: Pacific is a naval strategy game designed by Philippe Thibaut—the legendary designer behind Europa Universalis and other grand strategy titles. It’s a digital board game bringing WWII naval combat to life.
I joined as a rescue. The previous developer had left mid-project, leaving behind a codebase with no documentation, broken references, and .gitignore problems that caused missing Unity .meta files. Before I could build anything new, I had to untangle what was already there.
My Role
As the primary programmer working directly with Philippe, I touched nearly every system in the game: gameplay mechanics, multiplayer, AI, designer tools, audio, and visual effects.
What I Built
Multiplayer System
Turn-based naval combat synchronized across players using Mirror:
- Client replication model for reliable state sync
- Steam integration for matchmaking and file transfer
- Solved serialization challenges that initially broke save/load across network
AI Fleet Command
The AI needed to command entire fleets intelligently, handling:
- Strategic decision-making for fleet positioning
- Target prioritization and engagement logic
- Ship-level maneuvering and fire control
Players reported the AI felt like a real opponent rather than a predictable script.
Designer Tools
Philippe needed fast iteration on game balance and content. I built tools that let him:
- Adjust ship stats and scenarios without touching code
- Test changes quickly during design sessions
- Focus on design rather than waiting for programmer support
Everything Else
Small team meant wearing many hats:
- Core gameplay mechanics and new systems
- Audio implementation
- Particle effects and visual polish
- Continuous bug fixing and stabilization
The Challenge
Working with an inherited codebase meant I couldn’t always write the code I wanted. Some decisions were constrained by what already existed. The skill wasn’t just building new features—it was making pragmatic choices about what to fix, what to work around, and what to ship.
Results
- 40+ ships running smoothly in battles
- Launched into Steam Early Access
- Collaboration with a legendary designer on a niche genre I genuinely enjoy