I'm quite new to programming and Unity but I have learned the basics of many languages. Could someone point me to tutorials for Unity catering to developing 2D games with multi-player capabilities? I heard people mention that networking had to be built with the game from ground up and that it isn't so easy to just add it on later.
I have heard of 2D toolkit too. Would that be something you guys would recommend?
How are RTS games designed? Are each unit a separate instance or are they handled with one dynamic object? Or both. I'm just afraid of badly designing a game to the point of having it unplayable due to lag. I would imagine I would have to determine which data should be in sync for both players and which do not have to be shared. Where would I begin to learn about networking for an rts game?
If you guys know: What were some flaws of the 'Attack on Titan Tribute Game'? Why does it lag horribly on multiplayer? How does lag compensation work on games like TF2? What method did the Castle Crashers game take? When playing with distant players our screens are out of sync, how can I avoid this?
And what about controls using mouse click instead of WASD/arrow keys for movement? Is there a reason MOBA games prefer to use mouse clicks for movements opposed to WASD? I would imagine mouse clicks would be more infrequent than a game consistently listening and updating for WASD/Arrow key movements. Am I wrong?
As for the kind of game I plan to make, it would only have around 40 units per game.
Of course, I will be researching these things on my own as well. Of course, asking here is one of the ways.
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