![]() ![]() This is the approach used in all of these RTSs and MOBAs since the first starcraft. One example: there will be NO transform realtime synchronisation, but actually events sync. To have a permanent item collection (inventory), the best solution is to integrate something such as PlayFab or other middleware with that specific purpose (Photon is not intended for player registration).īelieve me, this is an order of magnitude more complex than PUN Rally, and my goal is to make it simple for you guys to understand it well. The focus is on how to synchronise dozens of moving game objects in a 10 client environment (2 5-player teams + minions + towers, etc) The game will have items to buy during the match though (with gold collected from last hits). It will be server-LESS, so I have no plans, as of now, to have a permanent item collection for players (or registered players, etc). Here are some screens of the rigged 3d models for the mecha above and a tower (which will have the "neck" and canons rigged and animated procedurally in Unity): Code for health bars (shown here in this screenshot) and lots of other stuff are being created and tested as well:Īs I mentioned in the first post, I'll make all original source files 3d model, textures, and animations available to buyers on request. ![]() As with the projects, I'll be willing to support any developer who uses our pack to create a game based on this pack Īn extra: I've worked on the mecha (one of the heros) animation, that now has a much better looking walk-cicle, and refined the procedural neck-control. Extensibility: a moba is a very complex type of game, so the project must be very flexible, and I'll include options for control schemes besides the data-based system for weapons, items, etc.Project organization: there will be only three scenes, and assets will be straightforward to find and replace.Script reuse: Individual scripts for character-data, weapon, animation-control, etc, will be the same for towers, heros, minions and buildings, just using different parameters.Code organisation: Every single script should have less than 50 lines of code (besides the heavy commenting - I want the code to be very easy to understand).Here's a screenshot of the entire prototype map and my prototyping scene as of now:īesides all the features I mentioned in the first post, I'm working with a set of meta-goals to make this a killer tutorial for beginners, and also a good material for more experienced developers who may want to save time: I've been working a lot over the past days, and the M.O.B.A tutorial/game is taking shape. It'll always be well received and pondered. Please, feel free to send any feedback, suggestion or critic. I'm also planning to have a working demo ready for GDC this year (I'll be attending), so if any of you want to test it there, please keep in contact. As it's being the case with PUN Rally, this pack will receive a lot of updates and support through the official forum thread for the pack. The features are mostly based on LoL, but I'm totally open for suggestions on how to make this a great asset for you guys. New heros (4 sample heros will be available on launch, more will come with each incremental update).Easy data-based system for setting up item trees, abilities, weapons, etc.Event-oriented communication with server, local navigation and animations (not relying on Transform synchronisation to avoid overloading the network).Authoritative master-client architecture (a player machine acts as authoritative server for the others).Original animated 3D mecha models (source blender files might be provided for buyers on request).Minion, Tower and Neutral-creature AIs.Data structures for storing match statistics per team/player.Minimap (see team heros and enemies near them).Navmesh-enabled three-lane map with neutral areas (and creatures).Game lobby, match creation, match join, etc.I've already developed a simple MOBA before (for a local 24h speed-jam challenge a couple of years ago), but this time the feature set is more complete, and I'll be using many nice features from Unity and Photon as well. It's also a tutorial/game-template, complete with modular and heavily commented source code, original assets, a PDF tutorial (last was 30+ pages, this will be around 50 or more) and a video series with the making of and my personal take on the project. ![]()
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