Connected Games Development Blog #2 (27/02/2026)
- scottgray500
- 2 days ago
- 1 min read
On the week starting on the 9th of February, I created a Unity project to start working on the Connected Game proper, following the tutorials for Photon Fusion found on their official website. Initially, I followed the tutorial for Fusion's Shared Mode, but eventually I switched over to the tutorial for Host Mode since that seemed more fitting for the type of game we had planned to make. After about a week, I had followed all of the official tutorials for Host Mode Basics and was able to implement all of the features that it displayed, but I was unable to implement seperate view points for each player in a way that didn't break each player's controls.
On the 17th of February, I took part in my university's game jam, which ran for the majority of that week and left me very little time to spend on any active uni assignments I had, including the Connected Games project.
My team also had a few meetings online to discuss our level design ideas and we eventually settled on three levels: a desert island town surrounded by ocean, a floating castle where the players can fall off to their death, and an underground temple that trades openess with winding corridors.


