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Butabee

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

Absorbing power from slain enemies

07 February 2013 - 05:39 PM

I'm thinking of adding this to the MMO I'm working on... Players will absorb a portion of the enemies power they slay. The bonus power decays over time and is completely lost when they die. It also has diminishing returns. Players become battle hardened and gain less than previous kills.

 

If a player is killed by another player they will gain a percentage of the slain players power.

 

The bonus power is pretty much just a stat boost.

 

what do you think? Sound like an interesting mechanic?


Client hosted game that seems lik an MMO

02 February 2013 - 11:07 PM

I don't have the resources to pay for dedicated servers(and I'd rather not deal with paying and managing them) but I was thinking about how a game could be client hosted while seeming like an MMO.

 

I was thinking of having a very large city with loading zones or checking areas in between to give an illusion of a seamless world. Players would remain in a holding area when a new playing area is loading. It's a futuristic game, so it could make sense. Each area would be hosted by the best suited player in that area(the guy with the best connection).

 

If no one is hosting an area, the first player to enter becomes the host. Although I think I'd just make players on a 56k modem go somewhere else, lol.

 

 

If an area is full I could spawn another instance of that area with anymore players entering that the first instance could not handle.

 

 

I'm not sure how I'll handle cheating attempts though, any ideas?. Any other criticisms of the design?


Unity RPC calls slow

31 January 2013 - 10:44 PM

Has anyone used unity RPC's? They seem exceptionally slow. AFAIK they are the only way to send messages besides an outside library. I suppose everything should be monitored with network views instead?

Max players with unity server

30 January 2013 - 02:23 AM

I heard Unity isn't very good for something like an MMO, but I guess that depends on just how a game is made. Right now I use the networkview components to synch player's transforms. Players out of a certain range of each other have their networkviews disabled. Using this method can anyone estimate how many players one server can support for a shooter with network updates happening at 12 a second plus sparse RPC calls? How big are the updates the network views send for transforms? I'd like to have one Mega server but I'm not sure it's possible. I may have to limit the enabled network views even if players are fairly close to each other. Although the way the game is designed, there isn't really a reason for mass gatherings besides maybe some players arranging big fights.

At what point should I turn to kickstarter

30 January 2013 - 02:13 AM

I'm a hobbyist developer... pretty much one man show. I just started developing a fairly unique multiplayer game with unity. What should I have to show before I turn to kickstarter? I don't know much I'll ask for. Maybe enough to get me by while I work on the game for 1-2 years.

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