Name: Game of War: Fire Age
Genre: Mobile MMO City Builder
Tech Stack: Lua (client), C++ (optimizations), Python/PHP (backend), JavaScript (support tools)
Game of War: Fire Age is one of the most iconic MMO city-building games on mobile. My contributions were focused on backend systems and client hooks to drive dynamic, event-driven gameplay — from solo skirmishes to large-scale guild wars.
The game was built around a flexible event engine capable of powering:
Solo events (gathering, crafting, building speed)
PvP battles with real-time score tracking
PvE scenarios with NPCs and regional threats
Guild vs. Guild warfare, including cross-map takeovers
[Insert diagram or flowchart of event engine lifecycle: Event Definition → Triggers → Scoring → Rewards]
I implemented and maintained:
Tiered, reward-based leaderboards for all event types
Time-windowed scoring logic to handle multiple overlapping events
Fairness and anti-exploit hooks for top-tier PvP competition
To handle diverse event logic, I developed:
A modular hook system triggered by gameplay actions (e.g., battle won, troop trained, item crafted)
Support for attaching different reward types and scoring curves to each hook
Backend validation layers for score tampering protection
I designed event logic to support multiple combat types:
Solo progress tracking based on resource efficiency
PvP engagement detection, damage thresholds, and time-gated multipliers
PvE scaling challenges with AI-driven response behavior
Guild-wide event participation tied to collective success metrics
How to design and implement scalable event systems in large multiplayer games
Deepened knowledge of game telemetry hooks and reward logic patterns
Improved cross-system communication between client Lua code and server-side Python/PHP logic
Gained experience in crafting competition loops that retain and re-engage players