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02 / C++17 · ANDROID · MULTIPLAYER

Recruit Raider

Turn-based strategy, built in C++

A mobile strategy and collection game: recruit characters, build a team of three and make every turn count. Developed in C++17 with Raylib, featuring a campaign and online duels.

MY CONTRIBUTION

Game development and mobile integration

DATE

2026 · Ongoing development

DURATION

Personal project

TOOLS

C++17 · Raylib · CMake · Android

01 / CONTEXT

The challenge.

Taking a strategy game from its combat rules to a mobile application, bringing together progression, persistence, touch controls and matches between players.

02 / PROCESS

My contribution.

The project combines a C++17 and Raylib core with CMake builds, an adaptive portrait interface and turn-based combat. Versus mode uses Google Play Games identity and server-side validation of match state and results.

  • Development of combat, progression and collection systems in C++.
  • Mobile integration: touch controls, safe areas, persistence and Android builds.
  • Work on online integration, round validation, private rooms and matchmaking.
03 / OUTCOME

What we built.

A three-chapter campaign with thirty battles, twenty-five collectible characters and online duels through matchmaking or private rooms. The project has an Android distribution and a desktop build for iteration and debugging.

In a connected game, rules, state and visual feedback need to tell the same story.
04 / DECISIONS

Development decisions.

Rules the player can follow

Combat accounts for speed, accuracy, critical hits, shields, healing and temporary effects. Actions appear in a visual sequence so the player can understand what happened before the response arrives. This connects tactical rules with readable feedback on a small screen.

A shared match needs shared state

In Versus, both players choose their actions before a round resolves. The server records rounds and a state fingerprint to check the outcome. Google Play Games identity, matchmaking and private rooms complete a flow that goes beyond exchanging individual moves.

Mobile shapes the architecture

The interface starts from a 720 × 1280 design area and adapts the canvas and touch coordinates to the device. Automatic saving includes recovery and migration of older saves. A desktop build supports iteration on the same logic before moving to Android.

05 / WALKTHROUGH

The project in use.

  1. Recruit characters and build a team of up to three: the collection becomes a tactical decision before combat begins.
  2. Choose attacks or character switches, then follow the resolution of actions, status effects and replacements after a knockout.
  3. Progress through the campaign or enter Versus. Duplicate characters support upgrades and additional technique choices.
06 / EXPLORE

What to explore.

A way into the project through its screens, supporting material and, where available, its source code.

  • The relationship between team composition, speed and attack effects.
  • Continuity across inventory, progression and saved games when reopening the app.
  • The different purposes of practice, Story progression and player-versus-player matches.

THE PEOPLE BEHIND IT

Credits.

Laureano Cantó

Personal project · game development and iteration

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