Multiplayer Hero Shooter MVP Backend
Budget: $750 – $1,500 USD
I already have the roster, abilities, and map concepts locked in; what I don’t have is the backbone that will let players actually jump in and shoot each other. I need an initial PC-only build that proves the concept and scales cleanly as we grow.
The scope
• Account flow: email/password or social sign-in, new-username creation, secure session handling, and a bare-bones player profile.
• Core netcode: real-time, server-authoritative shooting with hit-detection you can trust even under high latency. Think fast-paced hero shooter movement and ability spam—no turn-based shortcuts.
• Match layer: lobby → matchmaking → 8-to-10-player instances that auto-spin up/down so we never strand players in empty rooms.
• Two modes in rotation:
1. “Capture the Point” identical in feel to Marvel Rivals.
2. “Moving Capture Target” where the objective shifts along a set path.
• Admin endpoints or simple dashboard so I can monitor matches, kick off test events, and pull metrics.
• Clean, commented code and concise tech docs—this MVP will be the foundation for future hero additions, cosmetics, and ranked play.
Tech stack
I’m flexible. Whether you favour Node.js with Colyseus, Python with Django + Channels, or a custom C#/Photon setup, choose what you’re fastest with as long as it meets the real-time performance target (sub-100 ms round-trip on a typical NA/EU cloud region) and can scale horizontally behind a load balancer.
What I need from you
Send a detailed project proposal outlining: high-level architecture, key libraries/engines you’ll use, a milestone breakdown to reach a playable alpha, and any similar multiplayer work you’ve shipped. Show me how you’ll solve authoritative physics, rewind/lag compensation, and anti-cheat basics at this stage.
Deliverables considered complete when
• I can spin up the backend on my own cloud account via an automated script or Docker compose.
• A lightweight Unity/Unreal test client (grey-box is fine) reliably connects, fires weapons, captures points, and finishes a full match with at least six simul-clients.
• Basic analytics endpoints report active sessions and player counts.
I’m ready to start as soon as I find the right multiplayer specialist—looking forward to reading your proposal.
The scope
• Account flow: email/password or social sign-in, new-username creation, secure session handling, and a bare-bones player profile.
• Core netcode: real-time, server-authoritative shooting with hit-detection you can trust even under high latency. Think fast-paced hero shooter movement and ability spam—no turn-based shortcuts.
• Match layer: lobby → matchmaking → 8-to-10-player instances that auto-spin up/down so we never strand players in empty rooms.
• Two modes in rotation:
1. “Capture the Point” identical in feel to Marvel Rivals.
2. “Moving Capture Target” where the objective shifts along a set path.
• Admin endpoints or simple dashboard so I can monitor matches, kick off test events, and pull metrics.
• Clean, commented code and concise tech docs—this MVP will be the foundation for future hero additions, cosmetics, and ranked play.
Tech stack
I’m flexible. Whether you favour Node.js with Colyseus, Python with Django + Channels, or a custom C#/Photon setup, choose what you’re fastest with as long as it meets the real-time performance target (sub-100 ms round-trip on a typical NA/EU cloud region) and can scale horizontally behind a load balancer.
What I need from you
Send a detailed project proposal outlining: high-level architecture, key libraries/engines you’ll use, a milestone breakdown to reach a playable alpha, and any similar multiplayer work you’ve shipped. Show me how you’ll solve authoritative physics, rewind/lag compensation, and anti-cheat basics at this stage.
Deliverables considered complete when
• I can spin up the backend on my own cloud account via an automated script or Docker compose.
• A lightweight Unity/Unreal test client (grey-box is fine) reliably connects, fires weapons, captures points, and finishes a full match with at least six simul-clients.
• Basic analytics endpoints report active sessions and player counts.
I’m ready to start as soon as I find the right multiplayer specialist—looking forward to reading your proposal.
Related categories:
Python
Game Design
C# Programming
Django
Node.js
Game Development
Backend Development
Unreal Engine
Game Testing
Unity