So, I'm building an app that essentially has a "host" create a lobby that up to 4 other people can join. I have everything worked out (I think, I'm sure I'll have to change some things up), except for the lobby part, and I really don't know how to get started on that, or even if I'm asking the right question.
I'd love any insight you guys can give, thanks!
Honestly haven't tried much, I think I'm searching for the wrong keyword to even get started.
Related
I know how to program although I haven't done much in C# yet. But I understand every code snippet I read. I mostly script at my job. I have little to no experience in graphical design or animations.
The only thing I have done so far in Unity 3D is the ball rolling tutorial.
I have some questions though as I have a hard time understanding where I should begin. I know co-op 3D RPG is a project with a HUGE scope, but this is what I would like to accomplish to begin with:
Mini world (half the size of a WoW zone)
Populate world with terrain, trees and some buildings. Maybe a cave.
Have a playable character that can move around and interact with some objects.
Could anyone guide me into the right direction? What documentation should I read? Are there any RPG packs or plugins that can help me achieve this? Any nice tutorials you know of?
If 3D is too complicated to start with, I'm also willing to try an isometric game.
PS: Are there any free (or reasonably priced) HD asset packs that include animations? Or will I have to provide those myself as well?
Co-Op RPG's are quite large; Infact most people have tools that would help this speed up production; Although you're asking where to start. Most of my programming knowledge comes from theory and pretty basic knowledge; But I have an idea on where you should start!
A big factor on Co-Op is well.... Of-course CO-OP so something you should play around with first is data and how it's stored but even though you have knowledge of this factor Unity has a good way of storing it from Host to Client!
https://docs.unity3d.com/Manual/UNetStateSync.html?_ga=2.98238303.1333003911.1509902124-1740889112.1506544791
Another factor of -Co-Op is the dynamic spawning that is going to be pretty heavy although their are quite a few ways of doing this I'm sure their are plenty of correct as-well as incorrect ways of doing it!
Personally I would develop a database and call-Events with SQLite though this would be a heavy and complex job to do correctly and efficiently
but unity3d has UNetCustomSpawning documentation that seems to work pretty well for it's inteded use although it takes some heavy tinkering to get right so I would suggest once you get synchronization done you should check out some Spawning
https://docs.unity3d.com/Manual/UNetCustomSpawning.html
With Every Co-Op Action it must be handled and heres how!
https://docs.unity3d.com/Manual/UNetActions.html
How about the actual connection?
https://docs.unity3d.com/Manual/UNetDiscovery.html
Although reading alot of this may help; I would suggest rading through this and giving it a shot.
https://docs.unity3d.com/Manual/UNetSetup.html
and if you find no help or it's doing you some trouble
https://unity3d.com/learn/tutorials/s/tanks-tutorial
You may hear about "Tanks", alot though I personally am quite stubborn so I couldn't bear to look into it untill I did just earlier this month; It shows a correct way of doing things from Shooting, to spawning, and may other things.
I am un-certain this is a good or bad answer for you as this I believe is quite a personal question but as their are about a thousand and a thousand more ways of doing this I think what I have shown is a great way of starting just to get an idea of how the ball should start rolling!
-Thanks!
I've been messing around with some coding and finally think I'm finally ready for the OpenGL part, then I thought again and decided that I need some guidance with how to learn/ remember OpenGL ES 2.0!
Alright, basically, I know how it works in the high level, then when I begin to type out some code....
I see a bunch of parameters,
I refer to some documents,
I fill in those parameters,
I see some more parameters,
I refer to more documents,
(loop)
MVC comes in,
I get completely and utterly confused!
Brain crashes.
I'm trying to do some simple stuff on the iPhone, I'd like to find the train of thoughts of the gurus, like some sort of check list, or order to do things, so that what I'm doing will always be clear!
Eg, something like:
Arrays of numbers always come before shaders
(some sets of program lines that always appear in a certain order)
Right now, I have a high level understanding of something like this:
http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1%3a-The-Graphics-Pipeline.html
What I wish I could know is what are the usual steps involve, if you were to expand all these high level understanding like tags in a website!
I tried reading some tutorials, and I'll be trying again after typing this, to attempt to absorb the common steps/ order to do this, if anyone can help speed up the process, I'll be veeeeeery very grateful! Am I asking too much? =p
I highly recommend this tutorial book for GL on the iPhone
It's particularly useful for fairly experienced developers who are starting with GL. If you are starting at a more beginner level, it may be confusing in parts.
Ben Copsey has abandoned ASIHTTPRequest. It has been announced almost two months ago but I just realized it.
I'm in the middle of a project using it. It wouldn't be an huge problem for me to replace it with something else at this stage (everyone is talking about AFNetworking right now), but:
If I can avoid replacing it it's better. I'd rather spend that time working on other things
I'd like to support iOS < 4, but AFNetworking and LRResty are 4> only
I also have a few other apps that heavily depend on it
I'm pretty sure other folks are in my situation. So my question is: is it safe to continue using it?
If it works for you already, there is no point replacing it. Ben has only stopped development of it himself, that doesn't mean others are not free to continue developing it.
It just means that it won't get updated.
On the blog post he has provided other options that you can use.
I would continue using it. He probably quit working on it because it had all the functionality possible and was complete for all time (jk). Seriously though, it's a great library and your only fear would maybe be something that might break in a new version of iOS, but I guarantee someone will develop a fix for something like that.
I am trying to integrate openfeint with my app.. though it's not actually the integration I am stuck on, successfully able to open the leader-board, but actually the development flow. I mean what is the least we need to do... When to submit score and how? Achievements are bit ambiguous:( .. was searching all around then figured out it'd be the best way to get exact answers to my question. Kindly help.
EDIT:
My main question is that what least should be done in an app to say that it's openfeint integrated.
At a minimum, achievements and leaderboards. But I'd recommend using OpenFeint because it solves a specific problem for you, rather than to simply check off a feature. If you don't have a clear idea, you may not have a clear idea of the game's overall design. If so, you might be better served to come back to the integration half-way in, after you've made more decisions.
Then you can say things like "Oh, I have three different play modes. I'll make a leaderboard for each." Or "This level is really hard – I'll definitely award an achievement if they complete it in x time." And so on.
But you should really reach out to OpenFeint's dev support if you have questions like this – they'll be able to give you good advice on integration.
There's so many cool ideas out there (ninject, automapper, specflow, etc) that look like they would help but I don't want to add something, tell others about it, and try using it just for it to be added to the growing heap of ideas that didn't quite work out. How can I determine if the promised benefits will happen and that it won't end up as something to be ignored or worked around?
Have a problem
Identify the cost of having the problem, or the value to solving it
Prioritize it against other problems
When it's the top priority, look for a solution that solves the problem with a proportional cost
Do you have the problem that ninject solves? Is it an important problem to solve? Is it the most important? What value will you get from solving it?
I don't think that you can tell whether any framework will deliver your expectations until you try it, and try it in anger and in context. This is usually time consuming and inevitably you'll have a few misses before you get any hits. Don't commit yourself by working through a simple sample from the authors website or howto files; these will always work and may impress but until you try to use the framework in the context of your billion user, multi-lingual, real-time on- and off- line application you're not going to find it's shortcomings.