Integration


At Kenchi Games we are striving to make games that we'd love to play ourselves. Since we are a new studio, the only experience we have is Education work, Industry work and hobby projects. Because of this we are starting with prototypes of mechanics that will be used in future games.

This Prototype is being made to develop multiplayer.

Multiplayer is very popular in modern games.  Chris and I  believe that co-operation is an essential asset for a solid gameplay experience.

As you can see we already have a working prototype and can even be played on our simmer page.

Development

I used Photon Engine to power our multiplayer, rather than engineer my own server scripts with TCP connection programming . This is very very intricate work.

I have heard that UNet was another option but was no longer supported - I'm not too sure. I didn't want to take the risk of building an obsolete multiplayer system so I found an updated server engine which was actually used in 'The Forest'. I didnt want to make peer to perr

I started following Diving_Squid and made some UI for creating a username  and joining a room with a room name.

Then I updated the player positions and animations using PhotonNetwork so both players sync up.

I came into an issue where a player would control all the movements for everyone. Turns out we had to check if the player is ours by using the PhotonNetwork's `isMine' condition. This meant that only do an action with this player if its for us.

Then we set observers and lerped all the player positions accordingly.

After some more work I added Jumping and a larger map to play on.

Bugs

Currently, when joining a game, the newest player's camera is used so you all clients spectate using the newly joined player's camera. Obviously we need to make sure we use our own cameras.

Play Game:

https://simmer.io/@Kenchi_Games/multiplayer-prototype-v3-0

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