Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Developing a Clash Royale clone

Discussion in 'Scripting' started by FenrirSpk, Aug 1, 2018.

Thread Status:
Not open for further replies.
  1. FenrirSpk

    FenrirSpk

    Joined:
    Jul 30, 2017
    Posts:
    2
    I am developing a mobile application similar to Clash Royale. Due to a lack of time, I will hire a programmer. I wanted to ask for your help to build up together a brief (BRIEF, simple, roughly) production plan that lists the important tasks about scripting. I would use this document to guide me when looking for people to hire. Tasks such as:

    A* Pathfinding scripts
    UI Behavior
    Etc

    I will use Unity to develop this game and I am open to the possibility of buying script assets, although I would still need to know in detail what needs to be developed before buying the assets.


    I am almost done with the offline parts of the game. Those are more or less:

    - Cinematics manager (i think it's a very simple script)
    - A* Pathfinding
    - UI Behaviour
    - Mobs manager
    - Server-client managment for all big files
    - Enemy AI (my game will have an AI vs mode)
    - Player info & Deck Managment (another database side of the project)

    But i am a complete ignorant about the online topics required. I mean... How to make a server hosted 1 vs 1 player duel.
    What are the main tasks for something like this?

    Thanks, people!
     
  2. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    Are you trying to hire a developer to create the entire game, or just some components of it? A multiplayer match based game is going to need someone with network code experience. That probably should be your #1 requirement. The entire project falls apart if the network code breaks.

    Also, don't let the simplicity of Clash Royale fool you. This is going to be a very large project for a single developer. Possibly years.
     
    Bunny83 likes this.
  3. Suddoha

    Suddoha

    Joined:
    Nov 9, 2013
    Posts:
    2,824
    In addition to that, it's always a huge challenge to turn a non-multiplayer into a multiplayer game, if that wasn't kept in mind during development of the offline mode.
     
    Bunny83 likes this.
  4. FenrirSpk

    FenrirSpk

    Joined:
    Jul 30, 2017
    Posts:
    2
    My idea is hire a developer to work in the the full game.


    That is a good advice. Thanks, Suddoha.
     
  5. Dogeveloper

    Dogeveloper

    Joined:
    May 10, 2019
    Posts:
    8
    How went the project? Im trying to do this aswell xD but i was using very primitive ways of moving units like vector2.distance and movetowards, and thats giving me slight desyncronization problems :( and im too lazy to make an a* and see if that works, becose i feel thats going to have the same sync errors so im a little bit stuck, i would like to know if you fixed that kind of things... for your question about what do you need for make the multiplayer game, well.. im not an expert as u can see xD but i can tell probably you need a matchmaking system, and a disconnections handler that check if both players are refreshing games, also a sync handler (my nightmare) and a comunication handler that writes players actions and inputs, and reads other player actions and inputs.
     
Thread Status:
Not open for further replies.