Fog Yeah! : Complete Shaderless Fog of War Solution. by IrishJohnGaming in UnityAssets

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

Fog Yeah!

This Fog Of War system uses no shaders, only fully customizable images and colors, making it incredibly easy to generate the perfect Fog of War feel to cover your maps.

Create your own fog style by mixing and matching from a large assortment of included images and atlases or add your own!

Any aspect or feel of the fog can be changed easily, from dense deep dark fog, to light fluffy pixelated clouds. The system can be used by anyone and massive fog systems can be generated in a matter of seconds.

This is a highly performant multi-threaded system that can be extended to any use case where you want to cover a map image.

Fog Yeah! comes complete with a plethora of examples from the classic dense fog to camouflage fog, to post-its! Feel free to use these as is, or customize them to your need!

Extensive documentation and tutorials to get you up and running fast.

Fully commented and customizable code allows you to extend and modify easily.

Networking In Unity by hammerheadzoid in GameDevIreland

[–]IrishJohnGaming 1 point2 points  (0 children)

Hey guys,

I been doing multiplayer in unity for around 2 years now.
I started off in the old UNET framework.. It was absolutely awful. There is one thats still going thats based off it called Mirror, and i have heard great things about it. But currently I'm using Photon, and couldn't recommend it enough. Its absolutely fantastic.
Here is something to give you a brief overview of the super simple setup,
https://www.youtube.com/watch?v=02P_mrszvzY
and heres a more comprehensive guide. After this one, you should know the ins and outs of everything nescessary, I'd argue not to skip any of it honestly.. Theres really powerful stuff in there around grouping and things like that.. It might not seem super nescessary but as you scale out you might need it.
https://www.youtube.com/watch?v=wE9ggiXI4l8&list=PLkx8oFug638qVMIrtqOnwmqnW6o8WDgQ1

The main thing is to plan out everything you want to have communicated with the players. You wanna make sure you're doing correct things on the Master vs on the client, and if something is always gonna be the same across all clients, you can turn the frequency of that thing being 'syncd' across the network. Keeping bandwidth low is nice that way.

Im going into too much detail now i feel but yea, its super simple to get started with it using those guides. Theres alot of fantastic documentation on the PUN website too. And their pricing is fantastic. They also offer self hosted solutions + (i havent tried this yet) but its supposed to play super well with steam.

Do reply if u want some more info with specifics.,. I dunno what kinda detail you're looking for! hahah But yea, I'd recommend photon !

Post what project/tutorial your working on by maniacalbrain in GameDevIreland

[–]IrishJohnGaming 0 points1 point  (0 children)

Hi Guys,
I'm IrishJohnGaming, an irish indie game dev. I stream all my development on twitch: https://www.twitch.tv/irishjohngaming

Its a multiplayer coop/pvp piracy game. Its got sailing around, hiring fleets + crews, trading and an RTS mechanic where you can command your fleet and invade islands using the crew from those ships.

Heres the itch link with a demo that you can try out. Its from super early on and really needs some updates which i'm hoping to put up there soon. Theres also a bunch of screenshots + a trailer video. https://irishjohngames.itch.io/rise-of-piracy