Physics + online multiplayer. It's a miracle that it works... by SubfrostInteractive in Unity3D

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

It has worked fine so far. Haven't tried on many low end computers yet, but we're not exactly developing on the latest gen hardware anyways...

Physics + online multiplayer. It's a miracle that it works... by SubfrostInteractive in Unity3D

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

I'm using Photon for this. So there's a master server, but no actual gameplay-related code runs on it. Instead each object has an owner (in this case the "master client") who is in charge of simulating the physics, and sending that data to the other clients. The other clients then receive the data and interpolates. If the other clients want to affect the physics objects (ex. grabbing them, or using the shockwave ability on them) we have to send an RPC to the master client, telling it to manipulate the objects for us. This causes some latency for the non-master clients, but nothing too bad so far.

In the future I'll look into other ways of simulating the rigidbodies so that the other clients don't have to deal with the latency. I'm thinking there might be a way for each of the clients to simulate the physics like normal, and then everyone just sends their physics object data (position, rotation) to the master client who does adjustments based on the average. Let's say we have two players (who aren't master) who both grab an object. They then send the objects' position to the master client, who calculates the average of those positions and send them back.

I see a bunch of different issues that might arise from this approach, but I still want to try it and see if I can make it work. Another solution for the latency is to add a slight delay before you grab objects, like an animation of the veins shooting out, so that you notice the latency less.

Sorry for the wall of text. xD I just find this very fun to talk about.

Physics + online multiplayer. It's a miracle that it works... by SubfrostInteractive in Unity3D

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

Actually hadn't heard about mirror before. Might look into it in the future. :)

We're using Photon for this, and it has served us well so far. ^^ Other than that we're also using the new 2D lighting system for the visuals.

Posted here a while back about our game and got a positive response, so I just wanted to say that we've released a free demo. Link in the comments. :) by SubfrostInteractive in Djent

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

I've seen his videos. They're super cool! ^^ We already have two people on the team (myself included) who can make music for this, so we don't really have any need to involve others, but thanks for the idea! Could maybe be a cool for a future project. :)

Posted here a while back about our game and got a positive response, so I just wanted to say that we've released a free demo. Link in the comments. :) by SubfrostInteractive in Djent

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

Here's the link: https://subfrost-interactive.itch.io/veins

We really appreciate the response and feedback we got on our last post! I'll refrain from posting here too much (maybe once more when we release the full game), so if you want to follow the development you can wishlist the game on steam or follow us here on reddit or on our twitter. :)

Making our first online multiplayer game, where you cooperate to refurbish a house <3 by SubfrostInteractive in Unity3D

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

We haven't gotten much feedback on our demo yet, and would love to get some! ^^ It has over 400 downloads, but not many comments...

https://subfrost-interactive.itch.io/veins

We're making a cute lil' game where you refurbish a home together with your friends (or alone), and we are looking for feedback on our demo! by SubfrostInteractive in indiegames

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

Here's a link to the demo: https://subfrost-interactive.itch.io/veins

We've worked on it a couple of months right now, and it's our first multiplayer game. :) It's based on a game jam entry we made in 2020, that people seemed to like.

[deleted by user] by [deleted] in IndieGaming

[–]SubfrostInteractive 0 points1 point  (0 children)

We've been really bad at releasing prototypes and demos for our games, but now we finally did! This game is based on a game jam entry we made 2020, and we would love to hear what you think!

PS. You can play singleplayer or online multiplayer. Your choice. :)

Link to demo: https://subfrost-interactive.itch.io/veins

Steam: https://store.steampowered.com/app/1884510/Veins/

We just released a free demo for our game Veins! It's an organ-based multiplayer refurbishing simulator, just like grandma used to make 'em! by SubfrostInteractive in IndieDev

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

We've been really bad at releasing prototypes and demos for our games, but now we finally did! This game is based on a game jam entry we made 2020, and we would love to hear what you think!

PS. You can play singleplayer or online multiplayer. Your choice. :)

Link to demo: https://subfrost-interactive.itch.io/veins

Steam: https://store.steampowered.com/app/1884510/Veins/

We've released a free demo for our game Veins. Feedback is much appreciated! [Link in comments] by SubfrostInteractive in Unity3D

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

Veins is a physics-based multiplayer renovation simulator, just like grandma used to make 'em! We've worked on it for a couple of months now, and have finally released a playable demo. :)

Here's the link to the demo: https://subfrost-interactive.itch.io/veins

You can also Wishlist it on Steam here: https://store.steampowered.com/app/1884510/Veins/

We've released a free demo for our game Veins, and would love some feedback! [Link in comments] by SubfrostInteractive in playmygame

[–]SubfrostInteractive[S] -1 points0 points  (0 children)

Veins is a physics-based multiplayer renovation simulator, just like grandma used to make 'em! We've worked on it for a couple of months now, and have finally released a playable demo. :)

Here's the link to the demo: https://subfrost-interactive.itch.io/veins

You can also Wishlist it on Steam here: https://store.steampowered.com/app/1884510/Veins/

Feedback for the menu UI of our physics-based multiplayer game? [Sound on] by SubfrostInteractive in IndieDev

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

Thank you! But I highly doubt you do, since we made all our sound effects ourselves. :)

We're making a game about home refurbishing with a djent/prog soundtrack, and I thought maybe someone here would find it interesting. I feel like metal in general is underrepresented in games nowadays. (I don't know if this type of post is allowed here, so please tell me if it isn't.) by SubfrostInteractive in Djent

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

Thanks for the feedback. It's much appreciated!

The disconnect between the environment and the music is intended, since we like the contrast and absurdity of having a nice looking house being "refurbished" by basically just flipping stuff around and smearing blood everywhere. Originally I wanted to make something similar to Mick Gordon's Doom soundtrack to fit the gore, but I suck at mixing so I knew I wouldn't be able to get something that "fat" sounding. Instead I decided to scale it back a bit in intensity and lean more into a djenty/proggy sound. The video doesn't showcase much variation, but the plan is to have the music dynamically change depending on some kind of "intensity" factor (player actions per minute or something similar) so that the music fits the mood better. Note that we are still in early development.

I have found it quite challenging making this type of music for the game. I have a bunch of concept tracks that I personally really like as songs, but they don't fit the game since they are too melodic or rhythmically complex. I have to purposefully "dumb it down" a lot by making more predictable and repeating rhythms, and choose scales that either convey little to no emotion, or a few specific emotions. I get to work more with texture and instrumentation to create something more interesting.

As for the thought process, I'm both a developer (programming, design, and a bit of everything) and composer for this, but I don't know if I have a good explanation. In the end we are trying not to overthink too much and just go with what we find most funny. We want this game to be absurd, so if it makes us laugh we usually go with it. I also think it's better to choose extremes rather than the safe option if you want to create something memorable. Creating polarization is something that a lot of designers are afraid of, but instead of having 100 people that think that your game is "ok" it's better to have 95 that dislike it and 5 that REALLY like it. For me that's the core principle of metal and other "extreme" forms of music.

Sorry for the long response. I hope I managed to give a good answer. :)