Progress on Battle Maze has been really slow for quite a while, but not as slow as the updates on this site. I’ve gotten sidetracked by alot of other projects, and personal stuff. Projects I’ve been working on is updates to 3ounce and other apps I’ve made, and I started working on a new game that I probably will never finish. But I’m now back to working on Battle Maze again, and progressing slowly. I’ve decided to use the new UNET Networking API introduced in Unity 5.1 for network games in Battle Maze. So far it seems quite simple to set up, and things are actually working. Documentation of the new API is a little lacking at the moment though so I have to google-hunt a lot to find solutions for simple problems that pop up. But it’s getting there.. I think! I’ve changed alot of the way the game plays lately so I’ll come back with some screenshots and maybe videos soon!
This weekend I recieved an update to Unity (v 4.5.4f1) and I decided to try out getting realtime shadows to work on the Windows Phone 8 Version of 3ounce. Since Unity actually claims “shadows on all platforms”, I still haven’t gotten shadows to work for my wp8 builds.. I’ve tried out every quality setting and tried building a simple scene just for testing purposes, but no go.. This really bothers me since I want my game to look the same for Android, iOS and Windows Phone.. What makes it worse is the fact that on the Windows phone Emulator it Works fine! So I’m guessing that some wp8-phone models could pull the shadows off just fine.. But some, including my Lumia 930 can’t handle shadows. What bugs me is the fact that when shadows isn’t working the entire light actually cast a gigantic shadow covering everything within the max shadow distance..
This is what the scene is supposed to look like (In editor)
This is what it looks like on my Lumia 930.
And on the Windows Phone Emulator….
I’m not sure if I want to disable shadows for all wp8 or have an option for switching shadows on/off in settings..
We’ll see what I end up With.. but the best thing would be for unity or Microsoft to fix whatever’s causing this..
Here’s a quick list of tutorials I have found interesting on Unity Networking.
Brent Farris – Unity Networking tutorials:
Createathings Unity networking tutorials:
Sky Arena Photon tutorials:
These videos are referencing a tutorial asset, that can be bought at the Unity Asset store. I haven’t bought this so I can’t say anything about it. But found the videos interesting either way.
Quill18Creates Multiplayer tutorial:
I haven’t decided yet if I wan’t to use PUN or built-in Unity Networking for BattleMaze. Both choices has it’s pros and cons as I see it at the moment, but I think PUN is a little bit ahead.
Do you have any experience with Unity networking? Or PUN? What do you think?
Thank you, Tube
I thought I would post some screenshots of 3ounce with the latest graphical tweeks I’ve added, so you can get an idea of what direction I’m probably taking Battlemaze, graphics wise.
As you can see I’m going for a clean and simple look. I’m a big fan of simple/cartoony graphics design, and will probably stick with this in some form.
What do you think?
I’ve been too busy to actually do any gamemaking for a while, until a few days ago when i updated my old maze game “3ounce” for windows 8 to windows 8.1. I started doing some changes to the graphics ingame as well, and quickly found that I wanted to do more with it.. I wanted to add some form of multiplayer, and I wanted to do a total overhaul of the looks of the game.. Soon I realized that this was more than just an update.. It had to be a whole new game! And then the idea of “Battlemaze” was born..
I’m new to network gaming so I’ve been reading about Unity networking and also Photon Unity networking. I’ve been looking through some getting started tutorials. But I’ve realized that I need to get a clear idea of what kind of game I’m going to build this time, before I start coding and implementing features.
At the moment it’s all just a big pile of ideas floating around on postIts and in my head. This time I think I’ll try to narrow down all features and gameplay mechanics in some document before I go further.. But I always have to check up on some stuff on the way.. Like lately.. facebook integration, pathfinding algorithms and unity networking/photon.
Do any of you make games? How do you go about planning your games?