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Post by retiredchief on Oct 5, 2016 20:33:59 GMT
I have an "old school" board game I'm trying to convert to a Unity Multiplayer game. It can have anywhere between 2 and 6 players. It has a board style like Monopoly, you take your turn by rolling a die, then you perform actions based on the board square instructions. Then it has 3 decks of cards that are used to introduce more game aspects. One deck is used to buy things, one is for determining expenses incurred, and one is general fate-type actions. I've made the game board and have a player movement system working. I am pretty new to Unity and I am used to Visual Basic, but am learning C# as I go. What I am thinking is having a board manager class for handling the game board actions, a deck manager for handling the decks of cards, and some kind of game manager. I've not been having much luck at getting things to work together over the network. I just went through the Tic-Tac-Toe tutorial, and that looks promising, once I can figure out how to up the logic for varying player numbers. Those Syncvars are confusing me also. Also, I think I have a misconception on the server element. Any ideas out there?
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Post by Admin on Oct 5, 2016 22:52:34 GMT
I haven't done a whole lot with multiplayer games, but I am happy to share what I can. One of your first issues will be to try and figure out how to adapt the 2 player model from Tic-Tac-Toe so that it can support up to 6 players. I posted some comments to answer questions on the 4th lesson in that series that could be relevant to you as well (see my responses to Kim), but keep in mind that I haven't actually tried it myself. My Tic-Tac-Toe project was sort of an odd mix of real-time and turn based networking models, so both players had to be present for the whole game. I did this because I was exploring the possibility of creating a hearthstone style card game - it's turn based but you can kind of see what the opponent is doing or thinking about doing on his turn. I can imagine that your board game could last awhile (hours possibly?). One of the areas I didn't dive into was the ability to rejoin a game when you lose your connection. There may be lots of these little polish kinds of issues you will have to research. If you think it might work well for your game, there are also turn-based networking libraries available to you that don't require all of the players to be present. For example, you could try out Google's services (they even have a plugin for Unity): github.com/playgameservices/play-games-plugin-for-unityGoogle's service also includes real time multiplayer so you can see which you like best. Although I haven't used this either, I bet it will be easier to work with and probably have better documentation than the Unity version did.
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Post by retiredchief on Oct 6, 2016 2:06:14 GMT
OK, thanks. This is just going to run on my LAN at home, at least for the time being. I'm going to try and adapt your project for now.
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Post by aureliantactics on Dec 20, 2016 23:30:09 GMT
Another alternative is Photon Unity Networking. There's a free plug in at the asset store (up to like 20 people playing online) and many tutorials on their website.
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