Posts Tagged ‘slowpoke’

slowpoke

That’s not our first entry yet we made the beginners’ mistake. We planned too many features. So many we can’t budge them anymore. We’re not sure if we should publish the game as it is, so that’s what we have now.

Cling!

+ clients can connect

+ players can move
+ client can pick a weapon
+ client positions are synchronized
+ client animations are synchronized

Content:
+ Player
+ 3 Weapon models
+ 2 Ammo models
+ ~20 C# Scripts
+ ~10 Textures
+ ~15 Models
+ 1 Arena + 2 Development scenes
+ 14 sounds
+ 60 git commits

– client can shoot but it not synced on server
– rigidbodies are weird
– no UI in game
– only 1 weapon implemented
– poor position sync algorithm, clients lags
– no gameplay at all
– …

Something we learned:

1. It’s a bad idea to make a multiplayer shooter based on ropes interaction in three days. Pretty obvious
2. It’s not a simple task to sync objects while changing scenes in Unity
3. Syncing 3D physics in Unity is just too hard to understand for a human being
4. Listening to a new team member (who wants to make a 3D and then just gives up) is not a good idea either

So that’s it. We couldn’t finish it, but would be pretty happy to hear your opinion. Do you want us to publish the game as it is?

Nom-nom time…

Posted by (twitter: @argontus_)
Saturday, August 24th, 2013 7:26 am

I’m off to shop some groceries for a delicious chicken salad… The Jam has been slow for me thus far. Looks like I should have started preparing earlier to get the basic entity system, state machine etc. code working. Starting from absolutely scratch is time-consuming! After lunch I think I’m at a point where I can start worrying about the idea for the game and drawing something on screen… 😛

 

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