SYSTEM ARCHITECTURE
Delivery Detonation is a multiplayer physics platformer running on a custom client-server architecture.
As the Technical Lead, I engineered the Online Session Subsystem to manage the complete lifecycle of a multiplayer match. This includes handling the initial handshake, player authentication via Unique Net IDs, and lobby persistence. The system ensures that if a host migrates or a client disconnects, the session state is handled gracefully without crashing the game loop.