• That's Mine, Fuck You!
    17 replies, posted
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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