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dipping my toes into online gaming...
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...and drowning in the process lmao

ok, ok, jokes aside, i remember a couple of template projects made by tinsoldier in the old 3d rad forum about online clients and servers and i decided to see how far i could go using them in creating a perfectly functional multiplayer game

its gonna be a game inspired by tiska buska, my very first game, a shitty clunky sci-fi game with a laughable single player campaign and inconsistent rules
many people told me that even if the game was barely working the premise was at the very least intresting so i decided to remake it with my accumulated experience in a more fitting format: the online

tiska buska had two modes:
in the first one there is 4 space ships with a huge orb attached to their back, that orb does damage to whatever other enemy comes into contact with it
in the second one its the opposite, the enemies inflict you damage whenever they touch your orb

maybe i'll add something else in another moment, but so far i'm focusing on those 2

i already have created part of the map and the model, i'll have to create sprites and the orb next

its looking like an easy thing to pull off, but i might be wrong

fuck it, i'm positive i'm gonna be proven wrong lmao

anyways, here's a screenshot
Created on: 1 month ago
Edited on: 1 month ago
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You haven't even started with the real part - the multiplayer... It's hard in Unity, and with that said I can safely say that it's even harder in 3D Rad.

Let me just tell you one major problem you'll face. Let's assume that you nail the network sync (the way you send messages between the server and client). The problem is connecting the two computers over the network. Unless the server is connected to the internet directly with a public IP (no routers, modems, broadband etc), you'll have a hard time connecting the clients to the server. You'd have to go through a painful process of port forwarding, which is set up outside of the game and is still not guaranteed to work at all.

And there's no way for you to make any system otherwise. 3D Rad's API is too limited for systems like relays and NAT facilitators.

Here are some resources about NAT punchthrough: https://en.wikipedia.org/wiki/Hole_punching_(networking)

I would hardly recommend you to not waste your time and use a different engine for an MP project.
Created on: 1 month ago
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3D Rad multiplayer? Oof mate. Oof.
Created on: 1 month ago
Edited on: 1 month ago
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@nuskadamo I like the ship, it kinda looks like a coffin in space :p
Created on: 1 month ago
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well that sure paints a grim picture on my expectations ..

i'll probably keep working on it for a day or two until i face the roadblocks you mentioned out of mainly curiosity, but i suppose i now have a good reason to finally start learing more seriously unity
Created on: 1 month ago
Edited on: 1 month ago
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Multiplayer itself is a hard concept to understand. The engine usually doesn't really matter. However, in this case 3D Rad just doesn't give you the flexibility that other engines like Unity offer. In Unity you can even completely integrate your own multiplayer system by using default System C# libraries.

Technically, you can do that in 3D Rad as well via a DLL, but let's be fair... the environment itself isn't very friendly for that sort of stuff and is not documented very well. In addition, I suppose you don't know a single thing about DLL-s, just as I did at that time before I got more in-depth with programming.

So anyways, my recommendation is Unity. Choice is yours
Created on: 1 month ago
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yeah i'm definitely not smart enough for this

single player game it is then
Created on: 1 month ago
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Damn, @PowerSupersport is like a bulldozer that came in and smacked us in the face with Multiplayer information


He is right though, managing one player is easy, but managing 4, 6, 8 or more is a hard task.
Created on: 1 month ago
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