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Butabee

Member Since 29 Sep 2009
Offline Last Active Feb 26 2013 02:17 PM
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Posts I've Made

In Topic: Absorbing power from slain enemies

10 February 2013 - 12:37 PM

Oh yeah, the game is also gonna be totally seamless, the zones I mentioned previously are more like sectors.. there's no load screen between them.

 

I might have instances, but there's not gonna be any queueing or anything, I want players to be out in the world, so they have to travel to the instance's entrance.

 

I might also not have instances and have everything open world for anyone to go anywhere they want.


In Topic: Absorbing power from slain enemies

10 February 2013 - 12:33 PM

The game I would put it in is a multiplayer third person shooter/rpg, with security zones like in EvE. Players can claim zero security zones as their own, and demolish any current buildings, and make their own. The game is mostly inspired by the Shadowrun IP with a little GTA mixed in with gangs/corporations + features I think are good from other games. There's magic + technology in a futuristic setting. That's the basic idea of the game.

 

Anyways, I'm still working on the design document. I have a basic prototype working, players can currently shoot each other and dual weild guns with seperate buttons to shoot for each.

I only have one gun in the game at the moment, and no graphics work is done besides capsules/cubes and stuff.

 

I might share the design document when I'm done with it. But I want to get more done with the game first.


In Topic: Player-Wall collision detection in mmo/online server

08 February 2013 - 09:28 PM

I think you might have to raycast. Or attach an AABB to the players behind and see if that is colliding with something when they move.


In Topic: How you design your games? And where to start?

08 February 2013 - 09:19 PM

Usually start out by creating a list of features or mechanics and things I want in the game. Then go in to detail of each feature. The go on to implementing things. Of coarse things get added and deleted also through development.


In Topic: Max players with unity server

08 February 2013 - 09:11 PM

I guess another thing I could do is disable static object colliders when nothing is near them.

 

Does Unity physics use any sort of space partitioning?


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