Portfolio case study

Restaurant Defender

A Godot kitchen-defense game where you build and operate food stations, serve customers, and protect the restaurant from burglars.

Project status

Restaurant Defender is in development. The root Godot project exposes single-player, local split-screen, native LAN, and online-room paths. This page is based on static source review; I did not run the game or verify an export or multiplayer session. The game and room service have not been publicly deployed.

Engineering problem

The game combines kitchen management, customer service, and defense in a grid-based restaurant. The networking design also has to support browsers, which cannot use the project's native ENet-over-UDP transport, without duplicating the Godot gameplay implementation.

My role

I created and developed Restaurant Defender end to end, including the Godot game, Web export, Node.js room service, and multiplayer integration.

Implementation

Engineering trade-off

Separating session transport from the Godot gameplay lets local, native LAN, and WebSocket-room play share the same game systems. The host client runs the simulation while the room service relays messages and keeps room state in memory, so online matches depend on the host remaining connected and the relay does not simulate the game.

Engineering outcome

I've brought the restaurant loop and multiplayer plumbing together in one Godot project. The host runs the match; other players send actions and receive world snapshots through ENet or the WebSocket room relay. The relay passes messages but doesn't run the game simulation.

Current scope

Right now, I'm building one Godot game with three modes, configurable kitchen layouts, and tutorial, single-player, split-screen, LAN, and online-room routes. The game and room service aren't publicly deployed yet.

Public access

The source repository is private, and the Web game and room service are not publicly deployed. No public demo link is available yet.

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