Story and Endless Tower Management System Flow Charts
![](https://cdn.myportfolio.com/d6f02f60-7f80-41b5-999d-f82826eb95c7/f8a0318b-2ae2-47e0-a025-762874bed3c4_rw_1200.png?h=8db3c635bb8bf1be202ba65198696c3e)
![](https://cdn.myportfolio.com/d6f02f60-7f80-41b5-999d-f82826eb95c7/abaef76a-90de-4961-aed0-30fa73ac5c32_rw_1200.png?h=c53c1509f8fe01e1193f969f83c663d7)
Tower System Upgrade Manager Flow Chart
![](https://cdn.myportfolio.com/d6f02f60-7f80-41b5-999d-f82826eb95c7/e135096f-fbed-473f-8228-f06f61b1a0a3_rw_1200.png?h=1e815aab9bd81e038e0a8632bdb9703d)
Enemy State Machine Manager Flow Chart
![](https://cdn.myportfolio.com/d6f02f60-7f80-41b5-999d-f82826eb95c7/3186bae9-35f6-40d3-8c09-e4416a6d1ead_rw_1200.png?h=0adaf5297148ded451b9aacea635cfd6)
Multiplayer Logic usin Photon Pun 2 Flow Charts
These flow charts have been through multiple iterations in order to have an optimized game.
Since this was my first project to ever use Networking, I had to learn through my mistakes.
Started off by using RPCs for everything that had to be called through the network and Photon Views on all networked objects.
I then changed the logic so managers call the RPCs, but I still wasn't with that performance.
![](https://cdn.myportfolio.com/d6f02f60-7f80-41b5-999d-f82826eb95c7/09069064-7c4f-4555-8cdf-85f22036259c_rw_1200.png?h=44a7e8eb132cbecaed592212369cb81a)
![](https://cdn.myportfolio.com/d6f02f60-7f80-41b5-999d-f82826eb95c7/edccc08c-4d47-4e3c-bfb1-af501c33a54d_rw_1200.png?h=db96e90ebba1ee25b2f352271dfb477e)
![](https://cdn.myportfolio.com/d6f02f60-7f80-41b5-999d-f82826eb95c7/923ac7ce-b983-4879-9693-fcbf2b85db35_rw_1920.png?h=995949edd84e3eff75a52ea57d8f8124)
Ended up making a manager scripts contain one Photon View for multiple child objects and used Photon Events to listen to function callsĀ and waterfall them down locally to each local player.