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Hey guys, today I bring to you the start of my Capstone project required for my CS degree.
I wanted to build a game since it has the potential to show of really powerful skills a programmer should understand the concepts of.
I would like to say I did not create any of the models here. All i did was download a bunch, and learn how to attach things. I grabbed models and graphics from other scenes and used them here. I was more focused on the code itself.
I have spent the early stages of my winter break developing the core.
I would also like to note: I am not using Unitys built in networking. I have a custom Server Client TCP connection set up by no one other than yours truly.
I have managed to get these fully functional:
networking connectivity
player instances
player character models
uma character models (dyanmically adjustable[size/ears/head etc]
this is just a basic naked guy that is univeral model easily applicable to other armor models and such
byte buffer for both client and server
buffer read and write across the network efficiently.
Evaluates the entire byte array without packet loss.
I have some basic character controllers setup with a decent camera controller.
I was originally going to post just pictures of my updates and small details on it, but I've recieved a lot of feedback in regards to hearing more about the technical side of the logic, so I will try and focus my detailed logs on that
Here is my recent work which includes everything above and a little more. This thread and my discord will most likely be the main source of getting any updates in regards to this project.
Spoiler for images:
UPDATE: 1-12-19
UPDATE: 1-13-19
UPDATE: 1-16-19
UPDATE: 1-17-19
UPDATE: 1-19-19 Start of Server Authoritative framework
UPDATE: 1-21-19
UPDATE: 1-23-19
UPDATE: 1-27-19
UPDATE: 1-29-19
UPDATE: 1-30-19
UPDATE: 2-1-19
UPDATE: 2-1-19[Part2]
UPDATE: 2-4-19 [Chat System]
UPDATE: 2-7-19 [Framework Improvement + Commands]
UPDATE: 2-8-19 [Drop Items]
UPDATE: 2-12-19 [Level Design]
UPDATE: 2-12-19 [Level Design II]
UPDATE: 2-20-19 [Level Design III]
UPDATE: 2-26-19 [Level Design IV]
UPDATE: 3-22-19 [Level Design V]
UPDATE: 4-25-19 [Unity Occlusion Culling]
jump anim looks retarded.
Thanks guys appreciete the feed back. Animations are not all set in stone just yet...
Been working on a powerful state machine system for my characters or entity i should say because i can apply this to other game objects such as npcs..
in the picture u can see jump state is enabled all the way up till he lands which brings him back to idle state.
states are active for as long as it needs to be in.. meaning if i decide to have a follow player system i simply go to my idle class and/or walking class to set a follow character, then in walking state i would just have in my update function something like if (followSelected) move as needed... and then i would put it to idle state if player a has stopped moving which can be detected if player[index].state == idle
Easy to add combination mixing, and actions within the time of the state
heres a quick run jump combination going to idle, mixes jump walk and idle all at once quick and easy.
It's pretty nice system. I later convert this to server side state which gives the client the responsibility to only play the animation.
Been working on terrains lately and heres some random stuff generated >_> I probably wont ever design my map from scratch cause i am not a designer. Always looking for help where i can't exceed.
Theres also like some bird noises and water noises... I still don't know what kind of art style i want to follow either so these are temporary tests
I've really been debating on what kind of art style i want to follow for future game enviorments, and i chose to go with lo poly. After i finalyl decided which literally took me so long because all the assets i was checking out where pretty slow dls thanks to my shit pc and net. But Now that i have done it all i started working on a asset loader to improve MMO gameplay. What i have created basically allows your client to load and unload the required assets for current area.
smaller objects will the farther u are and the bigger ones will load as u get even closer
my next plan is to setup a few AI's apply my target system i have made. Create an target game object of some sort to show that u are selecting something then figure out how to shoot something from my hand to the object. Will apply my spells there.
looks pretty cool man
Hey, this looks awesome. Subscribed to the thread, best of luck!
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