Multiplayer over net with tact
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Post by Multiplayer over net with tact on Aug 8, 2019 4:52:08 GMT
I assume that you mostly just need to move the computer logic to be another player, but lost for general steps. I imagine that one instance can host the game and then the other simply joins.
Would you be able to give me a general task list that needs to be done?
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Post by Admin on Aug 8, 2019 14:00:06 GMT
Are you asking how to combine the Turn Based Multiplayer (Tic Tac Toe) example, with my Tactics RPG? If so, I should warn that the old networking code is deprecated, so you may not want to invest a significant amount of effort into that solution. support.unity3d.com/hc/en-us/articles/360001252086-UNet-Deprecation-FAQIf you don't want to wait for Unity to finish their new tech, there are a variety of 3rd party solutions out there. Unfortunately I don't have experience with any of them and wont be able to provide much in the way of guidance. It is possible that some of them may be implemented in similar ways to the TicTacToe game. The tactics rpg was not at all designed for multiplayer, so I think this would be a real challenge architecturally speaking. I personally think implementing the task list will be harder than thinking of what needs to be done, so if you aren't prepared to create the task list, you probably aren't prepared to implement it. My suggestion would be to start with something less ambitious. Perhaps you could try recreating the Tactics RPG from scratch, with local multiplayer in mind from the beginning. That would be a great exercise and you wouldn't be blocked by any networking issues. A lot of what you develop could also potentially transfer to a networked game.
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