We at Sertão Games have just developed a simple MOBA (Dota, LoL, HoN) project from scratch in our spare time. It’s fully functional with Unity’s client/server network for LAN-play, creep AI, leveling hero, lanes (waypoint based pathfinding), etc.
quick question,
i see you mentioned for lan based games, but can this be used for multiplayer online with a matchmaking system, group vs group, match-me with a group, lobby chat, friends, guild, global chat an private chat?
if so, can you elaborate on the matchmaking system, ie: is it per player lvl, or account lvl based?
i am interested in the multiplayer online matchmaking system with this moba, just like LoL or the other alike.
not sure about the LAN only, but am really interested in the online version with a matchmaking system.
friends and global chat (out of the scope - there are other projects in the Asset Store for these).
The problem with the later two is that you’re probably thinking in a MOBA with dedicated servers, which is not feasible for an Asset Store project, as it would required separate code and machines running on a cloud-based infra structure.
Our goal is to have a complete project that you can just download, import, run, and then begin customizing…
i see, well unity networking is not really good for this type of games since it requires to instantiate a separate game instance per game and unity networking is quite limited,
any of these 2 demos can be incorporated really well in your moba project without too much hassle, just add a simple matchmaking system with it and you are ready to go,
i mean i am not a uLink promoter or have anything to do with them, but i think this will come very handy to your project to make it a true online MOBA with it own authoritative server and very scalable one for large moba game
after all uLink has an unlimited trial while development.
I’m studying other options as well, such as Photon, which also includes a demo/trial for those who download the project. I’ll take a look at uLink, thanks…
you are most welcome,
remember, that what may sell better is a more affordable solution for backend, so far uLink is the more robust because it supports server side physics and collisions, plus a true authoritative server out of the box plus the indie license is only $700 and unlimited users/trial while development and compared to photon $3500 license or Smartfox $5000 license.
plus the last 2 do not have server side physics or collisions out of box.
like i said, i do not work with uLink nor am a promoter, but looks like your project is pretty much tailored for uLink without a doubt IMO.
but i suppose youll be the judge of that.
anyways looking forward for the free version demo to play around, if this is something i can really use for my project, ill be the first one to buy the full version.
Yes, but later. I’m cleaning the project from non-free assets, and finishing a couple of optimizations.
Probably in 4 or 5h more, because I’ll write the blog post as well (I developed the basic version in less than 24h, and the blog post will show the step-by-step progress).
Unity’s networking for LAN play (so those who buy the project can create LAN-only games without the need for a uLink or Photon license);
uLink or Photon (or similar) for internet play (so those interested in developing a fully featured moba);
Right now I’m also designing the item and ability-tree systems. What do you think will be more approachable (from a developer/buyer point of view - I can do either):
1 - A data-based (JSON files) approach for units, items and abilities?
2 - A prefab/gameObject based system?
for item and ability tree prefabs will be the easiest and simple way to go for most buyers,
but seems like Json may be the most applicable due of performance, i personally haven’t used Json , but by doing a quick glance at it, seems similar as xml based database , right?
so i assume will make the performance and organization better. by using a database driven for items and abilities
but if you think prefabs wont be much performance loss, then prefabs may be the one imo.
if there is lots of performance increase and database organization by using Json then Json may be the best approach.
maybe someone else may want to pitch in and corroborate, that way you may have a broad approach of needs from other devs.
Main advantage of using a data-driven approach, such as using JSON (yes, a simpler XML, with tons of parsers for Unity) is the possibility to store all units, items, etc, in a database, and hence simplifying customization, remote storage (server) and updating (for balancing purposes).
However, I agree that Prefabs will be easier for the majority of buyers.
The reason I’m asking is to make sure I use the best one from the point of view of the developers in this community.
well, if you are doing a hybrid, then you can use prefabs for the LAN based project since wont be much of a demand since will be for a limited or small multiplayer project.
and use Jason for the actual online multiplayer to increase performance since most developers wanting to do a full scale moba will definitely want to go the Json database way or even MySQL. I too prefer Json or MySql since am planning to do a online Moba hoping handling several thousands of players simultaneously hopefully with uLink.
ok, been testing the source project from github and found a discrepancy.
seems like the project failed to import the Orc mesh, therefore the CreepPrefab and the HeroPrefab are missing the Orc meshes and required animation calling from scripts or failed to import the model since there is not models visible, just the healthbar when in play mode
i tried to look for it in the project but did not find it.
i havent looked at the binary project yet, but so far am looking at the source version from github
I know what’s the issue… We sent .blend (Blender) original files for the models. If you don’t have blender I think it doesn’t work straight from the sources.
We’ll update the project with FBX models… We’ll let you know…
found othe issue, when single player mode, after certain time 3 mins or so or when one scores 1 point, the game crashes, tested it on standalone build and the unity editor both crash to a point that the app freezes and have to end process via the task manager.