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uMOBA - Create your own Dota/League of Legends Game

Discussion in 'Assets and Asset Store' started by mischa2k, May 15, 2016.

  1. rayman600

    rayman600

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    Yep, that did the trick. I Instantiated the particles in the "transform.position == goal" block. And then I had to make it follow the target. Or the effect would just hang out at the goal position (and that looked freaky).

    I also linked your DestroyAfter.cs script on the particle prefabs to clean them up. Less code to type, nice.
     
  2. applive3

    applive3

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    player register option?
     
  3. mischa2k

    mischa2k

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    What?
     
  4. GameDevStefan

    GameDevStefan

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    Any chance you guys can do tutorial videos? I am somewhat new at programming and the documentation is hard to parse. Could you do videos on changing/creating abilities, summoning units, NPC tutorial, etc?
     
  5. mischa2k

    mischa2k

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    There's just the documentation at the moment.
    Most things aren't too difficult and most things require no code though. For example, just right click in the project area and select Create->uMOBA Item etc. to create one :)
     
  6. mischa2k

    mischa2k

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    Progress: next uMOBA version was submitted for review!

    V1.35 [in development]
    • Upgraded to Unity 2017.1.2p3
    • UIChat AddMessage keepHistory check deletes half the history each time to avoid lags
    • Entity.CanAttackType is now CanAttack
    • Entity.RpcShowDamagePopup improved: sends GameObject instead of Position (4 instead of 12 bytes) and uses the prefab of the object that was attacked
    • Player.TargetShowGoldPopup improved: sends GameObject instead of Position
    • NetworkTime: fixed a bug where a client's Network Time would get out of sync if the server lags
    • Quit button now stops the editor too
    • UnityVersionCheck component added so that people know which uMOBA version is the recommended one
    • Monsters cycle through the skill list now (if they have more than one)
    • Indicator via Projector instead of Plane. Now aligns perfectly to the underground.
    • Player.localPlayerClickThrough option
    • Player.OnDragAndDrop_InventorySlot_InventorySlot uses configurable keys now; Utils.AnyKeyPressed added
    • Monster.onAggro distance comparison doesn't happen for the same target anymore to save a lot of computations
    • Player.nextTarget is cleared after UpdateServer_CASTING in any case now
    • Entity has .effectMount now to avoid transform.FindRecursively call when spawning projectiles. Make sure to assign it to the entity's transform or to the right hand when updating.
    • Animation controllers: currentSkill index replaced with skill name boolean paramters for simplicity. Make sure to use the new controllers when updating.
    • Entity.DealDamageAt: AoE functionality removed to prepare for new skill system
     
  7. mischa2k

    mischa2k

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    Update:
    V1.36 [released 2018-02-06]
    • Important: this update will overwrite all old skills. Make backups before updating and then create your skills again.
    • Scriptable Skills
    • Entity uses LevelBasedValues for health, mana, damage etc.
     
  8. mischa2k

    mischa2k

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    Update:

    V1.37 [released 2018-03-09]
    • Fog of War plane Y coordinate increased from 1 to 2 so that evil players don't see good base
    • Added empty Animator component to Tower Prefabs to fix NullReferenceException on dedicated server mode
    • Replaced Unity's Network Lobby asset with a custom lobby to fix all the bugs
     
  9. proepkess

    proepkess

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    Great asset :)
     
    mischa2k likes this.
  10. esp_sys

    esp_sys

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    can I play uMoba with Unity Multiplayer service?
     
  11. mischa2k

    mischa2k

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    Which service exactly? Matchmaking? Relay?
     
  12. esp_sys

    esp_sys

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    MatchMaking Service is what I want as for now

    But I think I saw some post that you recommend to use dedicated server or virtual host service.
     
  13. esp_sys

    esp_sys

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    Actually I don't have much knowledge on What Relay Server does!

    But I like to make a solid game without any lag or sudden stop!

    I like to make a game using your uMoba with Relay Server function

    Is it possible to use Untiy Multiplayer service with your uMoba or Do I need to have my own dedicated server or Virtual server?

    Also I like to make my game no problem on host-migration issue!
     
  14. mischa2k

    mischa2k

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    I think you should read through the multiplayer docs to understand what their services do.
    In short: just host it on a dedicated server and you'll be fine, no need for services.
     
  15. gamescorpion

    gamescorpion

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    Hi guys if I buy your asset, would you be able to provide me a Unity 5 version?

    Thanks!

    Nav
     
  16. mischa2k

    mischa2k

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    Sorry but 2017 version is highly recommended due to all the UNET bug fixes that happened since Unity 5.
     
  17. gamescorpion

    gamescorpion

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    Ok I will upgrade to 2017 just for your asset. :)

    Nav
     
  18. arif69eee

    arif69eee

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    Hello guys,

    I have just purchased this product. It will save my time I am sure, to build my own MOBA game. Thanks!

    Could you please let me know how can I add new Hero?

    I tried to follow the documentation https://noobtuts.com/unity/uMOBA-documentation . But I think it is not updated?

    Please help me.

    Thanks!

    Arif
     
  19. mischa2k

    mischa2k

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    To add a new hero / items / skills, it's always easiest to duplicate an existing one and then modify the parts that you want.
    Did you try duplicating the existing hero and change the mesh?
     
  20. CHOPJZL

    CHOPJZL

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    Hi guys,
    Do you have plans for something like the talent tree in Dota2?
     
  21. mischa2k

    mischa2k

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    Not at the moment, sorry
     
  22. CHOPJZL

    CHOPJZL

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    Not in hurry, just suggestion :)
    I really think that's a great feature to have
     
  23. jayderyu

    jayderyu

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    @vis2k
    This isn't a problem. This is an evaluation question.I'm looking for a system that's a hybrid Moba/RTS for a squad like a game. Your uMoba has a lot of what I'm looking for. Heros, mooks to be up, skills, chat, pvp, networking etc. It's more than I need in early dev, and the feature/video's don't show other elements I'm looking for.

    * Run in the client for early development and single player play
    * Have 3 characters controlled by a single person
    * Swap between the 3 characters.
    * Hero skills and levels are defined in the main menu before play starts. ( ie setting skills and skill levels )
    * Disable XP and levelling during play
    * Ability to collect resources( I figure this could be done by "damaging" non-moving and non-attacking enemies)
    * Small maps for short games( ie 2 minutes to collect some resources, beat up a few enemies)
    * Large maps for big events
    * Component Map generation( stitch together say 4 prefabs to make 1 map)

    I was looking at an RTS engine https://assetstore.unity.com/packages/templates/packs/rts-engine-79732, but it leans far to RTS.
     
  24. mischa2k

    mischa2k

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    What exactly is your question?
     
  25. jayderyu

    jayderyu

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    Can I do these with uMoba
    * Run in the client for early development and single player play
    * Have 3 characters controlled by a single person
    * Swap between the 3 characters.
    * Hero skills and levels are defined in the main menu before play starts. ( ie setting skills and skill levels )
    * Disable XP and levelling during play
    * Ability to collect resources( I figure this could be done by "damaging" non-moving and non-attacking enemies)
    * Small maps for short games( ie 2 minutes to collect some resources, beat up a few enemies)
    * Large maps for big events
    * Component Map generation( stitch together say 4 prefabs to make 1 map)
     
  26. mischa2k

    mischa2k

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    * Run in the client for early development and single player play: not sure what you mean
    * Have 3 characters controlled by a single person: not implemented, but it's doable, UNET allows that
    * Hero skills and levels are defined in the main menu before play starts: not implemented
    * Disable XP and levelling during play: that would be easy, just set monster exp reward to 0
    * Ability to collect resources: damaging non moving enemies would be the easiest way yes
    * Small maps for short games: you can duplicate and modify the existing map. If you are asking to switch maps while the game is running then you should know that this feature is completely broken in UNET. You'd definitely need my HLAPI Pro fixes for that.
    * Large aps for big events: uMOBA doesn't really care about map size
    * Component Map generation: you need the Navmesh at runtime, so probably best to bake it before
     
  27. RogerWeb13

    RogerWeb13

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    It would be good if you did videotutorials and the documentation only says what can be done but not as. For example, each one that adds a tower can not be seen. thanks
     
  28. pushingpandas

    pushingpandas

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    this asset is dead compared to the mmorpg and survival I think
     
  29. PikoM

    PikoM

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    ye and its sad cause this asset is really good!
     
  30. mischa2k

    mischa2k

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  31. riquid

    riquid

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    Do you have any sense of when ai players will be added?
     
    pushingpandas likes this.
  32. mischa2k

    mischa2k

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    Not planned at the moment, sorry
     
  33. timeLit

    timeLit

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    Has anyone actually started to make a moba with this engine? I am interested to see what some progress looks like so far.
     
  34. mischa2k

    mischa2k

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    A few people posted screenshots in our discord server yes.
    No releases yet though.
     
  35. MortalMan

    MortalMan

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    Can this be easily modified to run as a 3rd person moba like Smite or would 3rd person require heavy rework?
     
  36. mischa2k

    mischa2k

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    It's already third person
     
  37. cubradford20

    cubradford20

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  38. mischa2k

    mischa2k

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  39. MortalMan

    MortalMan

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    It's more like top down isometric type view. I'm looking for something third person like max payne, or fallout 4 or grandtheft auto 5.

    Is this possible without major alterations?
     
  40. mischa2k

    mischa2k

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    Anything is possible. Movement is one of the hardest parts in network games though.
     
  41. cubradford20

    cubradford20

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    when will u made it?)
     
  42. MortalMan

    MortalMan

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    Yes, given a few thousand hours of dedication I'm sure I can turn any asset into a 3rdperson moba. I'm asking if it would be easy to implement 3rd person (ie grandtheftauto5) into umoba. It would be nice if such a feature was already included.

    I guess it's not.
     
  43. mischa2k

    mischa2k

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    I think uSurvival would be better suited for that. Check out the webgl demo, sounds like that type of movement is what you want.
     
  44. unity3d-Yesgnome

    unity3d-Yesgnome

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    Any link or something please.
     
  45. mischa2k

    mischa2k

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  46. bakainu

    bakainu

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    So I have same problem like Arif but not really same.
    First, if the character has been duplicated, is the name will be same or not?
    And then... where the script location to call heroes object and which scene so I can find it?
     
  47. mischa2k

    mischa2k

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    If you duplicate a prefab then the name will be different.
    I don't know what you mean with your second question.
     
    JeremiahPowers likes this.
  48. bakainu

    bakainu

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    Uhm ... I mean I want to call the character prefab for player, so it will be different character for different player.
    Also I want to insert another character.
     
  49. mischa2k

    mischa2k

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    What do you mean with 'call the character prefab for player'?
     
  50. Kerraner

    Kerraner

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    Hi, are still going to implement new features?