Update 1:
Everything is coming along as expected.
I've already made a very simple menu and I am able to connect to the server from a client.
My biggest problem until now has been because Receiver is written in Javascript and I generally use C# when using Unity but it's something I'm finding ways to get over it.
RabidZombie wrote:Good luck!
How complex will this be? Can we expect lag compensation, client side prediction etc?
Not that complex, at least for now.
Potosin wrote:I'm also interested to see what you work on fist when turning receiver into a multiplayer game.
My priority now has been setting the server up and making the world generation being done by the server and transmitting that "specific world" to the clients.
After that I'll focus on synchronizing the player and the enemies rotation and position.
After that, my main focus will be to synchronize weapon position and state.
Next up, I'll probably make a nicer menu where the users can connect to a specific ip.
Once all this is done, I'll probably focus on improving things here and there but everything should be working fine (at least in lan mode).
orlok wrote:hello there
I applaud your efforts!
But what will ones avatar look like? Will it be a stylised representation? Ie low low poly count?
like
http://www.youtube.com/watch?v=z22DhbOZMbU these?
For me, I'd hate anything ultra realistic as it would clash with the games style IMHO
Regardless, I'll still have a bash playing it.
Rgds
LoK
Since I'm not a modeler the other player will be a simple capsule. It will be up to the wolfire devs (or other modders) to add characters to the game (and animating said characters).
I intend on working side by side with the wolfire team as soon as new versions of receiver come out to keep the multiplayer side of things updated (But then again, that's not up to me to decide. It's not my game, I'm just doing something to gain some more experience and make some people happy).