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Discussion in 'Works In Progress - Archive' started by Reechy, Mar 1, 2017.
Hi just add your own art work and style
Thank you for the review. Had a nice time watching it!
I am really not sure why the player would fail to connect. I'll probably implement multiplayer using photon server, since it is more reliable.
+1 on Photon, if/when you get to it.
Hi there, when could we expect the next update?
Also, one request. Could you look at replacing the TerrainManager with something a bit more generic? Not everyone uses a Unity Terrain, some people generate their own meshes, and incorporating it takes some ninja skills.
OneDragutin, Is the delay due to the server? What is the specific reason for the game to have these "micro lags"? Sorry about my english
There is small delay in every script. Some scripts are even more delayed than others to reduce bandwidth.
Since I implemented minecraft procedural terrain for the next update I don't know how could I make this work with a generic terrain.
By the end of this month I hope to finish update which is more like a whole new version. Week before update is released I'll be showing what I did.
Thanks for the quick response. Do you have a roadmap to follow? I have a lot of interest in your Asset. Another thing, could you show a list for the new updates?
I'm happy to see people interested in this project. Thank you!
Well there is not much to list. Some of the already implemented features will remain, such as inventory and container system, crafting...
Building system will be removed. Farming will again be removed probably added in future.
Just by doing this asset will again be able to breathe...
Instead of building system I'll do block placement which is kinda same, but its actually not.
This time I'll add few animals and zombies.
I am trying to make project as simple as possible.
Cool, this like fantastic. I have one more question, if I want to integrate 100% with INVECTOR, is it possible? Could you create this kind of integration? This is important to me. Thank you very much for your attention. I'm glad there are people like you who care about your buyers.
Some time ago, someone asked me to implement new inventory system for INVECTOR asset while it remains connected to everything else in that asset. I couldn't do it. It requires so much time to just study the code and see what is going on when code is poorly commented. But even if it was commented there is much more that needs to be taken into account.
So to answer your question that would not be possible.
is this asset compatible with opsive third person controller?
It is not compatible with that asset.
Lets say i want to spawn a new prefab, but the but i would like the server to spawn the prefab and notify all clients. Where does on manage prefabs that you would like to spawn. In this instance a rat is being spawned
What is the server authority thing? Does it means that if you logged in with this IP address, other IP address can't mess with your characters by sending packets that control your character?
Server authority means that server only controls the game. Other players can not hack it.
Network Manager class registers all prefabs that can be spawned in the game.
Oh I see but if a connection lags it will suck big time..
the problem is, as soon as i add a "NetworkIdentity" component to the rat prefab, and add it to the networkmanager's prefabs list the match gets created however, there is no option for the player to spawn. The match gets created but the spawn screen is not loaded.
Admittedly... i have not done a lot of debugging, but i noticed that as soon as i add an item to the network manager's prefab list the spawn menu does not open when a match is created. is there a custom class that network spawned prefebs should inherit from?
You need to create a script which will spawn a rat. Its really simple, you can get network manager reference using this line: NetworkManager.Instance
They should not derive from anything, and please if you need to get help way faster contact me using email and not here on forums.
I'll do more tutorials soon, if you need help please contact me in private.
Looks very promising! I'd easily pay $100+ if there was a Bolt version. Are you still considering it?
I may just buy this to check out the networking workflow.
Keep up the great work!
Hi. How are the updates coming?
I was working hard on new update and only to realize that minecraft multiplayer with current network solutions is not possible.
This is what I have done in the past month(I am sharing free project with everyone in case anyone wants to check it out): https://www.dropbox.com/s/h7bo3i46myj2s9m/MineAndSurvive.rar?dl=0
Singleplayer is working but multiplayer is not.
I even tried to use photon and even that networking solution could not handle larger amounts of data sent across network.
So you will keep the kit how it is now, and update it?
Hi, what did you mean by minecraft multiplayer?
He was working on a minecraft style update for the kit.
You mean voxel or just cartoon looking?
I tried to create minecraft replica...
Yes I'll update this kit, with no such huge changes.
When do you expect the update to release? Could you make it so that hydration and hunger decrease as time progresses? Also maybe make some food and water items. That would be awesome. Even if you make an update without animals for now, just collectable food items from bushes, and the farming system can also be used as a food source.
Both I am quite sure. OneDragutin said, "I tried to create minecraft replica...".
Yes i'm agree with that, i think asset store need multiplayer survival template for game like rust/ark/dayz not another minecraft replica internet have many minecraft relica
I'll try to finish update as soon as possible, not sure how much time it will take but I'll keep this thread updated.
I thought multiplayer minecraft template would be a great template, not sure if there is any multiplayer template for unity that actually works...
UnitZ works with photon or uNet and there is uMMO with multiplayer.
So i see this has a saving system so how does it load back player data?
I like it and I will buy it when I will have budget for it. It makes me really really happy when I see someone as a single developer making projects like this one on his own. I am also working on a project and this really motivates me when you said you were making this alone. I watched the videos and I like it, and how much work you managed to do in such a short period of time. Keep up the good work. =)
EDIT: To the guy talking about too much minecraft replicas. You can easily convert this asset into dayz style game, it has everything that game would require.
Hello I've been following your asset for quite a while now and am very interested in purchasing it but first things first I was reading through your forum thread post about using photon networking I would greatly prefer if you would stick with u-net unity's built-in networking system for its simplicity and ease of use and expandable features secondly I'm curious about what this asset contains pertaining to scripts so far I have noticed there's
Server authority-Farming mechanics-Day and night cycle-Construction system -Inventory system-Chest system -Crafting system-Basic combat -Developer console-Survival elements implemented (tree cutting, stone gathering...)-Network optimized-First person and third person camera mode-Ragdoll physics-Matchmaking-Clean, commented and well structured code-Saving system.
Is there a admin login?
is there character creation/player username login?
Is there Player versus player?
Leveling system ? Such as strength dexterity health,woodcutting,minning,farming,fishing,construction etc..
What type of construction system is it? pre-built or socket-based?
Is there going to be vehicles/Mount's?
Does this asset work well with ice creature control which supports u-net networking already?
Is there going to be fishing/cooking?
I've noticed there's Ranged combat are there guns yet or no?
Is there melee combat ? Such as player versus player combat with knife's,clubs,or any type of melee system?
When is the Ai coming?
Is there a implementation of the character's running when pressing down shift?
And last but not least are there any plans of implementing this asset to work with other asset's, kit's, templates, and or systems?
Suggestions would have to be Keep it Unet Networking based 100%
Keep updating with tutorials and or documentation on how to set things up?
Keep adding new neat implementation's to improve your asset
Keep up the hard work please and thankyou!
Construction is based on sockets. It is built using unet. There is still a lot of things missing mostly due to my bad modelling skills. You can see everything in the video, almost every feature is shown. Here are some quick answers to your questions:
No sorry, I was going to. But it would be too much things...
This is same as the one above.
There is no character creating but there is player username 'simple' login. So no database or anything like that.
I'll release soon update, it will include basic AI.
Would be hard, but depending on the asset I may do tutorial.
In those assets there are no chunks...Which is core of the minecraft game.
My two cents,
It's a pity you are going the minecraft route, i bought the package for a specific reason, changing the core completely voids any updates i will make in future.
Please stick to unet, if you decide to go photon, make it optional.
Besides the above, i have modified quite a bit of the code, so an update will more than likely be impossible anyhow.
I have also spent quite a bit of time implimenting AI into your solution, making use of procedural navmesh baking.
I must have misread the future of this project too. I can see doing some voxel terrain integration, but making a minecraft clone seems like a totally different route to go than 'survival'.
I agree, it would be a suggestion to work on improving the uNet networking.
I won't be changing it to minecraft.
I'm already working on this.
And also there was small bug in the project, which was preventing player to load back items, here is the fix:
Thanks for that fix! When will singleplayer be here?
Hosting game locally is same as singleplayer.
Yeah but i did notice that when it saves it only saves things that is in your inventory not what is placed in the game world so how would i go about saving the chests , camp fire etc
Calling save and load from build manager script should do it.
thank you for not going with the minecraft clone idea
also please keep with unet
for future updates the only things i would like to see are,
smoothing out the player movement, it seems quite laggy
simplifying the item system, there seems to be some redundancy and duplication that complicates the process of making new items
keep up the good work
Is there any tutorial on changing the player with another?
have this Asset a (Health, Thirst, and Hunger) system ?
Yes it does
Is this the kind of thing?