|Submited on :||Fri, 15th of Mar 2019 - 00:41:54 AM|
|Post ID :||b189ed|
|Post Name :||t3_b189ed|
|Post Type :||link|
|Subreddit Type :||public|
|Subreddit ID :||t5_2qwj8|
Six months ago myself and two friends quit our jobs to start making an online multiplayer game.
The first clip shows our earliest functional prototype. It was LAN multiplayer and really rough graphics, though it was still a blast for in person playtests. (Though the pizza we would buy our playtesters was expensive!)
The second clip shows our our online revision of the game. Better graphics, in game voice, a steam listing and a leaderboard run from our discord. The game is fun and we have a small community of ~150 people that play with us every night.
The last clip shows our upcoming graphical revision that will eventually include matchmaking.
We have our own verified discord community :) : https://discordapp.com/invite/enemyonboard
You can check out our game 'Enemy on Board' on steam here, it is F2P: https://store.steampowered.com/app/999860/Enemy_On_Board/
To play you have 6 players on a spaceship and two are secretly aliens. All of the players need to work together in order to prevent the ship from breaking and exploding, but the players also want to discover who the aliens are and eliminate them in order to win.
Right now we are in alpha and the servers are only online two hours a night 5-7 PST, stop by and say hello / play a game with us!
Oh very nice!! What networking solution are you working with?
What was your multiplayer network solution? It seems difficult to find a all-in-one package that does everything needed.
I would recommend not doing something that is all in one. I use mirror to create the server and client, the I use AWS GameLift for server hosting and matchmaking. So far it is working really well.
Hey I’m about to work on networking my game and I was looking into basically the same approach. How has the AWS and mirror combo worked for you? And tips or places to point me for advice?
We use AWS for server hosting. An api we built for matchmaking and our own custom networking framework built on unity’s LLAPI.
Networking was the most time consuming part of the game. Making the game feel smooth with varying latencies was a big task, but it is feeling pretty great now.
Now we get to focus on content!
Cool! Did you use unity networking?
We built a custom network message system on top of the LLAPI
Okay, so it must be a huge game if it took 6 months alone to build the game! XD
[ Dev Jokes ]
Yeah haha, we have people saying stuff like that all the time to us. “Why won’t nit be done in a month or two?”
yeah you probably do lol
It is crazy how simple people think online multiplayer games are.
But if you think about it, in the context of the distribution of games that made each year, the number of online multiplayer games is very small compared to the number of offline experiences.