#Dragonfort - Multiplayer open world
1 messages · Page 1 of 1 (latest)
what netcode do you use?
@chrome root Awesome game!
Unity Netcode is what I use for multiplayer. Then I add Steamworks facepunch.
A video of building a base together. I added the feature so you can see what object your partner plans on building.
character customization.
@knotty swan hi
Skill tree for the game.
I love
added golfing to the game.
love the low-fi look
turn on interpolation on that remote player, photon had that so i'm sure netcode does too
I'll have to look into interpolation, not sure what that is. What does it do?
Interpolate is on. It might be that I don't use a NetworkRigidbody
Fixed. Looks more in sync now. Thanks.
I don't see anything with Unity to sync animation speed. Some actions change this. But I added some code to send a ServerRpc to sync animation speed now too.
How does that look now? @safe jay
That is the host viewing a client moving around.
Now this isn't all I've done for multiplayer. The game is pretty much multiplayer ready. These are the few things left on my to-do-list for multiplayer.
- fishing bobber not removed when you end fishing.
- show fireball.
- test planters.
I just never actually recorded host watching client move before so I didn't notice the out of sync movement and animation speed. Glad you pointed that out.
Good! It looks glitchy enough to be funny but solid enough to be playable.
what do you use for multiplayer btw?
Netcode with gameObject and Steamworks Facepunch.
That roll isn't glitchy, That is how the roll animation looks.
It's like a barrel roll.
lol ok
Add to game unexpected visitors while swimming.
Add to game dragon fly's over and roars at the very start of game.
I thought of an issue where you fight a boss and tag it with 1 hit then have your friends jump into your game. I was increasing boss life compared to number of players playing but if you tag the boss before they join it wouldn't matter because I kept track of currentHealth. So I changed all this to keep track of totalDamageTaken now so you cannot cheese a boss fight anymore.
Nothing to showcase today. Spent 10 hours reworking code in multiplayer to make it a bit easier down the road when I want to add more to the game.
you're moving fast
Game is 99% bug free. Multiplayer ready. 2 playable biomes. 3rd biome needs the boss done and some crafting. I haven't done anything with biomes 4,5,6 except for how they look.
I need to do images for Steam and a gameplay video.
How much players count are expected?
I was only doing 4. Could make it more.
I think max I could do is 8. But 4 is just very safe to ensure no lag issues.
this will be player hosted? or dedicated server
player hosted
I'm only setting it up so you can invite friends with Steam