Hello guys, I want to start making an IO type of game (like Agar.io).
I already have the game itself thought out and I have some of the behaviour coded, but the subject where I’m weaker is networking and I have a question about this:
I know Unity can export to WebGL, but for an IO game (that would have at least 10 players at the same time) is unity very heavy in terms of performance? I know that optimization is a main concern when doing this type of game, so I was just looking for someone that could clarify me if this is possible.
With that said, if it’s possible and viable to do this game in unity, what should my approach be in terms of visuals and performance? Is 3D models and animations doable? Should i stick with 2D sprites with simple animations because the difference is noticeable?
Thanks in advance, sorry for my english and i hope I was clear enough with this question.
Possible? I’d say so. The main factor on usability is your design. How much data your design needs to send and receive to work is often the limiting factor for that kind of thing. I’ve only ever made a single simple networking game, but I know the basics and I’m pretty sure its possible. The main point is to minimize the data needed to be sent. The more players per server, the more data you’ll be sending, so there will always be limits. But the less data per player, the more players you can get! This all depends on how strong the connection is, and how good the server is. Unity offers game hosting and match making, and if you use unity ads, it’s likely to pay itself off unless.
As far as graphics, that’s completely client side. It affects fps, not connection in any sense. Unless you’re getting 1 fps, then it might be affecting connection pings a bit. So go on with the fancy graphics as much as you’d like.
The only thing I’m unsure of, is how well the WebGL supports networking. That’s something I’ve never looked in to, but I understand it’s a tad different from standalone. It’s all documented somewhere though.