Well, it’s probably a bit early to start posting on it, but I’m to excited, so I’ll post here and update as I get things done.
So, the last day of last month I broke down and committed to the pro subscription, so I have unity pro now. As such, I started to mess around with a few things. First thing was the navmesh system. I found out… it makes things so much simpler. I made my own a* path finding system that was over 800 lines of code, only mostly worked right, and didn’t have any form of obstacle avoidance. I start using the navmesh, and it takes only around 4-5 lines of code to move a character with mouse clicking.
Anyway, that spurred me to start working on my moba again. So, since last Saturday, I’ve been messing around a bit and finally figured out and understand networking. I feel pretty comfy with it now. It’s not much, but I have player movement (non-authoritative) and minions moving/attacking (predictive authoritative). Not much, but it’s a start. Here’s a video showing that.
In my case, the predictive authoritative system is that the server does all the path finding, and the client is sent information every network update. Minions have a NetworkView that keeps watch over the transform, to keep them in exact alignment with the server. I also call an RPC function that sets the rigidbody’s velocity to the desired velocity of the navmesh agent. This makes the minions move toward the target at the speed the server sets in the direction of the current path node.
This is a very similar way to how most decent multiplayer games work. If the client disconnects from the server for some reason, everything keeps going in the direction it was last told by the server.
Currently, the player can’t attack, but I should get that in place tonight, and should be pretty fast to do. I also need to make the player authoritative as well, so people can’t teleport around with hacks. I need to work on the gui obviously as well, as well as all of the art. (I made the minions in 2-3 minutes in blender, and the girl was an asset I bought from the asset store a while ago)
After I get the basic player attack, it should be “playable”, though, not something I would show off to pitch for investment.
I know it’s not much, and I’ve probably rambled way to long, but let me know what you think. As stated, I’ll update this post (as well as my blog) as I get more done. My biggest hurdle was networking, and now that I get it, I can really get going.