Yet another team project, this time with a completely different theme - networked gameplay. This was also a concept which I had very minimal contact with over the past five years, so it was a very fresh programming experience.
This time around, the workload was split very evenly, and all my programming teammates had an easier time because of it. We needed to make this workload as balanced as possible because none of us really knew how to network gameplay.
Because of our inexperience, we have chosen the areas we wanted to do individually, so everybody would be happy. I chose the lobby system, UI and several gameplay elements requiring remote procedure calls.
The project was on a tight time constraint and was developed in several days.
The end product was quite buggy and unpolished, but playable, and we have all learned a great deal about networking in video games, and how much it exponentially increases the amount of work in order to implement features that would be simple in non-networked games.