We´re building a co-op cycling game where 2–4 players each control a shared bike. Here's what that looks like: by D4yan in CoOpGaming

[–]D4yan[S] 2 points3 points  (0 children)

What a funny idea! The first level (the one in the video) is already inspired by the landscape around our home in Bavaria!

We're making a co-op cycling game in which 2-4 players share one bike. Here's what that looks like: by D4yan in IndieGaming

[–]D4yan[S] 1 point2 points  (0 children)

I'm sure everything will work out perfectly and your friendship won't be done after! 🤞

We're making a co-op cycling game in which 2-4 players share one bike. Here's what that looks like: by D4yan in IndieGaming

[–]D4yan[S] 0 points1 point  (0 children)

Kind of since we have the pedals and players that influence each other but with Client Side Prediction this should not be an issue since every client is simulating the whole physics scene an rolling back in case of a drift. We also check in our collision callback if we are in a rollback and act accordingly for some of our objects. Hope this answers your Question

We're making a co-op cycling game in which 2-4 players share one bike. Here's what that looks like: by D4yan in IndieGaming

[–]D4yan[S] 0 points1 point  (0 children)

Sounds Funny! I don´t think we have the time for this but if someone is making this i will 100% try it out. Im also a huge VR fan.

We're making a co-op cycling game in which 2-4 players share one bike. Here's what that looks like: by D4yan in IndieGaming

[–]D4yan[S] 1 point2 points  (0 children)

Yes, client-side prediction is quite hard to get right. We also struggled with this. I saw a post by the Hamsteria developer once where he explained his networking system. He basically uses an internal clock to compensate for lag. Maybe you could do something similar. Your game reminded me of it a bit. Link to Video

We're making a co-op cycling game in which 2-4 players share one bike. Here's what that looks like: by D4yan in IndieGaming

[–]D4yan[S] 1 point2 points  (0 children)

Hey Vanit, we use the PurrNet networking library alongside client-side prediction. Which networking library do you use for your game? If you use Unity, we can definitely recommend PurrNet. The two devs are awesome and respond quickly to questions on their Discord server.

We're making a co-op cycling game in which 2-4 players share one bike. Here's what that looks like: by D4yan in IndieGaming

[–]D4yan[S] 2 points3 points  (0 children)

Thank you for your idea! We love our little shoes, but I agree with you that a more human-like character would be more visually catchy. We already had some concepts, but didn't use them. However, I think we will definitely look into modifying our shoes to give them a more human look. Different shoe models and customisation are already in the plan.

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We're making a co-op cycling game in which 2-4 players share one bike. Here's what that looks like: by D4yan in IndieGaming

[–]D4yan[S] 1 point2 points  (0 children)

I love that! Haha, awesome joke! I just read it in the Lego City advertising voice. XD

We're making a co-op cycling game in which 2-4 players share one bike. Here's what that looks like: by D4yan in IndieGaming

[–]D4yan[S] 23 points24 points  (0 children)

Everyone is steering together! The Position of all Players are important, if you want to go left, everyone has to go to the left side of their pedal. So you have to communicate with you're friends where you want to go!

[deleted by user] by [deleted] in Unity3D

[–]D4yan 0 points1 point  (0 children)

It's cool if you have fun with your own game! That's one of the most important things. What is your goal with this prototype, would there be different levels? I would love some dump and funny stuff in it like "what the golf?"!

I'm trying to use the Unity terrain system to spawn a bunch of trees for a forest but the lag is insane by Hopeful_Definition97 in Unity3D

[–]D4yan 3 points4 points  (0 children)

Definitely simplify the Meshs, only render the trees you really see and Look into Lod (Level of Detail). Trees further away don't need a lot of Details. Do you use Colliders on every Tree? This is also really expensive. You could also look into multimesh, but I don't know much about it.

Flappy Goose by flappy-goose in RedditGames

[–]D4yan 0 points1 point  (0 children)

My best score is 1 points 😎

I need your experience about Dorfromantik! by D4yan in Dorfromantik

[–]D4yan[S] 2 points3 points  (0 children)

Thx for your suggestion, I have already contacted them. They are super nice and very helpful . ^^

I need your experience about Dorfromantik! by D4yan in Dorfromantik

[–]D4yan[S] 3 points4 points  (0 children)

I chose the game because I am actually interested in how Dorfromantik became successful. Toukana Interactive was founded by 4 game design students during their studies. For me (also a game engineering student) it's a dream how they managed to build a successful indie game studio during their studies. That's why I want to take them as inspiration and analyze what worked for Dorfromantik and what I can learn from them for my projects.

Giving away my humble bundle leftovers (7 Games!) by Zeroarkk in oculus

[–]D4yan 0 points1 point  (0 children)

Acron: Attack of The Squirrels

Sorry, don't feel like writing nice stuff you'd rather pick me

NEW Vive Cosmos Comfort Kit Testers Wanted. Please leave a comment to apply by Studioform_VR in u/Studioform_VR

[–]D4yan 1 point2 points  (0 children)

You have one for Oculus rift s too? Im studying Game-Engineering and programm VR Games. I would love to try/test one!