This is a little game 3D2D top-down game I'm working on for fun that isn't to make money. At the moment it's purely garbage and is about 2 hours work if that.
Things you can do right now:
Load the game up and join a world with other players.
Move around.
https://files.facepunch.com/forum/upload/1961/6744de99-b1c1-43c2-a3c8-41e54e3fb234/WebBuild/Build/WebBuild.json
Pressing continue does nothing.
Apologies, it turns out that Photon Bolt is shit and doesn't support WebGL and I'm bad at reading. I'll have to find another solution, in the mean time there's a Windows binary I just added. But do know, at the moment the feature list is literally what's in the OP
I'm about to add chat functionality and name tags.
Photon supports webgl for me, I'm using PUN though
Thanks @garry , I think I'll end up using PUN eventually but I chose Bolt because there's no CCU limit and I want to test with a lot of players on and get that nailed down. When I think it's right, I'll switch to PUN or I'll just roll my own.
Working on the movement at the moment, I'll post an updated build in the next hour or so too.
I was worried about the CCU and messages per second. I spoke to the guys there though, and they were cool. Basically said just make your game, none of it's a hard limit, deal with it when it becomes a problem.
Here's an improved build with chatting and you can also enter a "username" and "password" when you join to begin where you left off. Don't use anything important for your password, these are only saved in memory on the server.
WinBuild.zip
Okay here's an update... I have no idea what I'm trying to achieve but playing with Unity again is fun and I spent too much time playing with the scene.
Lighting is hard and for some reason my Sun entity isn't rotating so the day-night cycle isn't working. It actually does look good at night though.
Gonna have to fiddle with the camera.
WinBuild.zip
https://image.prntscr.com/image/GdvBRG4NT0muJCv3hO070w.png
https://image.prntscr.com/image/jvxzfQWsQwyFKmirXWncyA.png
And yet there's more... mostly visual for now. I think this is a lot better but movement is still naff.
WinBuild.zip
https://image.prntscr.com/image/yaoYb8aaQaetaZYqcs-3EQ.png
@conna Doesn't Photon Bolt have 20 CCU limit in the free version or did you buy it?
Decided to go for more detailed look. You can now jump, and there's a weapon system with different hold types. I think I'm gonna go for a "omg what happened I'm a modern dude and I'm somehow in a medieval setting" vibe.
Will upload a launcher/patcher at some point over the weekend.
https://image.prntscr.com/image/A4qgmnpTSjqreWQIIh1QuA.png
Sorry for the bad quality of the screenshots below, I'm messing around with grain. So the next step is to implement all the weapons, the first screenshot demonstrates "Aim Mode" when you hold Right-Click, and you'll fire where the line hits.
https://files.facepunch.com/forum/upload/1961/ecaf7ffb-aa54-4114-8211-85874f8e5709/Screenshot_2.png
https://files.facepunch.com/forum/upload/1961/4426733a-6769-4324-aaf7-ce73a79bcaf3/Screenshot_1.png
Alright, have a gander at the latest ;)
WinBuild.zip
The game is progressing nicely, PM me if you want a Steam key
Changelog:
Improved movement and jumping syncronization
Added Area of Interest system to stop sending updates to entities far outside of your view
Added a slot based Inventory menu and Storage system, fully networked with just 2 item definitions at the moment
Added Loot Chests that spawn around and can contain items (just for fun really, there'll likely be a better system for gathering loot and I may just use Loot Chests for special loot)
Improved the name tags (thanks @garry for making it a bit easier for me, p.s: where's that new blog post )
The game is now integrated with Steamworks, no need for a username and password when starting the game
Added data serialization and deserialization so that entities states are restored when the server restarts
Changelog (16/01/2018)
Added a hotbar to the game HUD that uses its own inventory container
Added support for dragging and dropping items between inventory containers such as Storage, Inventory, and the Hotbar
Refuse client connection is they are using a different version from the server's current protocol
Added ICanIdle interface and implemented it into Player and LootChest
Implement a unique item ID for items so that they can actually be identified
Fixed a bug that caused you to loop the running animation even after you have released shift
Changelog (17/01/2018)
Added the ability to equip weapons in the hotbar by pressing the corresponding number
Added Item Controllers which control the behaviour of an item
Added an ammo system that can support different ammo calibers, and amongst those different ammo types
The player can find ammo, stack it, and when pressing reload the weapon will take ammo from their inventory to fill the clip/mag
Added 4 basic ammo calibers for now
First pass implementation of the Uzi, Shotgun, and Glock
You can "fire" your weapon, but it fires blanks at the moment. Projectiles and damage coming soon!
Changelog (19/01/2018)
Added an equipment system with 6 slots
Added 1 basic equipment item, the Gas Mask
Added ability for items to define their own outline parameters
Added UI for the equipment to the left hand side of the inventory
Added a basic ragdoll system when you die
Added a respawn dialog when you die and automatic respawning
Added basic blood impact effects when DamageType.Bullet hits a player
Fixed a bug where an item would ocassionally be created with an ID of 0
Fixed a bug where reloading wouldn't take from stacks properly
Added a basic hostile NPC, it moves around but doesn't attack yet
Added the TakeDamageInfo protocol token
<-- my face when
Looking good!
Looks cool, any updates?
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