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 manage to get
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 will mainly try to provide updates and a picture in regards to what progress is looking like..
Here is my recent work which includes everything above and a little more. I'll try and keep this thread posted
Theres been a ton of other things done but I wont sit here and type it all out because I may aswell just then make a tutorial video on how to make an mmorpg on unity lmao
Spoiler for images:
jump anim looks retarded.
Good luck with this Aki, will follow up on this
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
Some rough pseudo code for a follow system that i though of as i put this reply up haha SOME POWERFUL STUFF
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.
SO POWERFUL haha
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 prevale.
Theres also like some bird noises and water noises...
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.
Hey, this looks awesome. Subscribed to the thread, best of luck!
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