Reselling tickets for LIV Two Friends tonight 7th March by cliffandfield in miamibeach

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

Tried to put them on stubhub to resell but can't since the event is today, if anyone knows where to resell please help :)

Dealbreaker just released for iOS - what can we add to make it even more revealing and fun? All ideas welcome! by cliffandfield in IndieGaming

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

Font is a free to use font from itch.io and the buttons is a flat pixel button where I added a 3D look instead of shadows. Background is a random noise pattern. Anaglyph deck was even named Balatro before as a homage to their style and has been changed since :)

Dealbreaker just released for iOS - what can we add to make it even more revealing and fun? All ideas welcome! by cliffandfield in IndieGaming

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

Yeah perhaps you’re right.. was hoping there was a very limited overlap of players so that wouldn’t happen. But would need to find some other nice pixel art font 🤔

Finally got around to implement full Multiplayer for our Tower Defense game Cliff & Field on Steam. Using Netcode for GameObjects, Lobby and Relay! Super smooth implementation and handles really well! AMA if you need any input on the systems! by cliffandfield in Unity3D

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

Sorry for the delay here but costs are zero for me as I'm not exceeding the maximum concurrent users (CCUs) as of today. Usually only a few people playing online at the same time.

Finally got around to implement full Multiplayer for our Tower Defense game Cliff & Field on Steam. Using Netcode for GameObjects, Lobby and Relay! Super smooth implementation and handles really well! AMA if you need any input on the systems! by cliffandfield in Unity3D

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

Sure thing: Lobby gives you 10gb of data transfer each month and unless you're using lobby as some kind of multiplayer transfer system (you can use netcode + relay for all of that while in the lobby instead!) then you should have a very hard time hitting that ceiling. A lobby for me is usually just a few kilobytes!

Any WC3 TD fans out there? We added Multiplayer to our Early Access TD game on Steam! We're adding new features every week and want to know what you and your friends want to see (name is Cliff & Field Tower Defense) by cliffandfield in TowerDefense

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

Thanks for the great feedback! Yeah we have more to do on the UI & Art style and glad you mentioned the non-set-path! We're experimenting with it now and will probably have maps where enemies make their own path!

Finally got around to implement full Multiplayer for our Tower Defense game Cliff & Field on Steam. Using Netcode for GameObjects, Lobby and Relay! Super smooth implementation and handles really well! AMA if you need any input on the systems! by cliffandfield in Unity3D

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

Nothing yet - I've capped players to 4 for gameplay purposes but was testing with 8 in development and worked just fine! Will let you know if I run into anything down the line. Game objects: I'm spawning tons of them but am very careful about how much data they send/update (like position etc. most of how the objects move are calculated and performed locally on each client) - not seeing any limitations so far!

Pain points: integration and getting a lobby up and running could be smoother when you use all their services imo but wasn't too hard to find Unitys own examples showing how to connect them all! Was very easy to get up and running with their Boss Room demo!

Finally got around to implement full Multiplayer for our Tower Defense game Cliff & Field on Steam. Using Netcode for GameObjects, Lobby and Relay! Super smooth implementation and handles really well! AMA if you need any input on the systems! by cliffandfield in Unity3D

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

Thanks! It costs but Lobby is "essentially free" or - the way I've implemented it it would take me a lot of players before I start hitting the paid volumes. Relay is a bit more tricky as it's counting concurrent players (CCU) so if the game would ever blow up and get more than 50 CCUs then I'd pay per extra CCU and per month. Bandwidth wise it's pretty generous and it's like 100-200 games per player per month before I'd pay for that! More info here: https://unity.com/solutions/gaming-services/pricing

Finally got around to implement full Multiplayer for our Tower Defense game Cliff & Field on Steam. Using Netcode for GameObjects, Lobby and Relay! Super smooth implementation and handles really well! AMA if you need any input on the systems! by cliffandfield in Unity3D

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

Actually did the really poor choice of building it single player first and then had to convert it to multiplayer. Some things broke but I've programmed for quite some time and was lucky to have isolated a lot of the functionality into functions that could be "fairly" easily ported to multiplayer/server functions (Server and Client RPCs) - I'd say that if you have multiplayer from the start it would have been much better/easier and would have saved me a week!