#Untitled Multiplayer Bot Builder

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alpine iris
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I'll be using this message as a thumbnail updater. I hope it works lmao

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Anyways, I've got building up and running already.

I've done a little chunking to blocks that are the same so that the physics system doesn't die simulating many physics objects

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it just looks for connected objects that are the same, reparents all of them under one of them, removes the rigidbody from the children and connects the chunks into a whole build with fixed joints

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I've got entering a vehicle done as well, including setting up the ability to configure settings for objects

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The config menu is probably my favourite little system I've done for UI so far.

The UI starts of empty with nothing in it

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and to actually fill up the UI, the object itself returns a list of configs. The config types are then matched to the prefabs and the respective UI elements get their events attached to the Action<> here

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and there we go. 2 single key configs and a toggle key config filling up the UI.

This was very satisfying to put together

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oh and also I had a big smile on my face when I managed to get dedicated server builds running with multiplay for the first time. I sent my friend who was overseas the exe and we managed to connect to the same server.

@rugged crane thanks again for helping test out haha

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There's something incredibly surreal about getting multiplayer working for the first time.

Like, they're there, moving, in your game. Someone else is moving that character.

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Untitled Multiplayer Bot Builder

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And finally as of today, I've managed to get players to spawn in their own little building docks in the air. This is where they get to load their builds, make adjustments before actually getting them down into the little arena.

As seen in the previous videos, you can build in single player, void of all the multiplayer logic.

and for the next steps, I'll be re-integrating the building logic so that you can make adjustments and save your build while in the multiplayer scene as well.

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In Roblox, there was this game called Catalogue Heaven and in that game, players also had similar little spawn points in the air. You could fly to someone's plot and chill with them, sometimes there'd even be a large gathering for some reason.

I really enjoyed that social part of what was actually a very hectic and sweaty game at times. A nice blend of privacy and openness away from the chaos below.

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I decided to opt for this style of spawning because I think it'll be funny if you're just casually building and in the distance, you see someone load up and absolute monstrosity of a build in their plot.

In the future, if I wanted to allow other people to chip in on someone elses build's they could fly to their plot and help out. I think this is also a great way to do that.

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With the dedicated server configuration already up and running, I think testing this with other people overseas will be really easy. I'm honestly very excited to reach that point because I know it's quite near.

I've taken care of probably my biggest fear in starting a multiplayer server and that's the dedicated server part. Thanks to all of CodeMonkey's multiplayer tutorials (actually life saver. That entire multiplayer playlist from him is so good) I've actually got a multiplayer game up and running