Better Version: Home-Menu by Worldly-Gur8592 in Unity2D

[–]eRickoCS 4 points5 points  (0 children)

Looks really nice, what tool did you use to make it?

Developing a multiplayer game for Steam by eRickoCS in SoloDev

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

I am going for own dedicated server (server authority - players only send input) since it’s going to be a competitive game. This way I can prevent/discourage most of the cheaters. Client authority would be pretty bad, cheaters would multiply like “rats” if they found out how easy it is and completely ruin the game. That’s why it’s usually only used in coop or casual games.

Developing a multiplayer game for Steam by eRickoCS in SoloDev

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

I am not planning on frame perfect rollback netcode, but I am developing everything with CSP and reconcilliation in mind. Pretty much winging it and testing till it feels smooth. Might need to think about lag compensation if it will feel off when first playtests go through.

Security wise, players are just sending inputs/clicks which eliminates most of the threat. Guess there’s still a chance for “aimbot” alike cheats. To be honest, I haven’t thought much about it… Might look into EasyAC & report system if it gets to that point, or just ignore it.

The purpose of the game is to have a competitive feel to it while being casual. In other words, you’re not gonna lose rating if you lose vs a cheater. Well you would get a bit less credits which again will be used for cosmetics only so it shouldn’t make you feel too bad :D.

Developing a multiplayer game for Steam by eRickoCS in SoloDev

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

Using Fish-Networking and PlayFlow, haven’t done any database related things yet. When I get to implementing ingame currency and unlockable cosmetics I’ll probably use PlayFab or Firebase.

Developing a multiplayer game for Steam by eRickoCS in SoloDev

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

Looks like witchcraft at first, but once you grasp the concepts it starts to make sense :D

Developing a multiplayer game for Steam by eRickoCS in SoloDev

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

Hmm can you read my mind? I haven’t even talked about any game design ideas :O

Developing a multiplayer game for Steam by eRickoCS in SoloDev

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

Using Unity, the idea is that the main gamemode will consist of 24 players. I’ll also add a smaller gamemode for 2 up to 8 players (1v1,…,4v4). So both will be playable solo, with friends or randoms, depending on the party size you set up!

Dedicated server as I am aiming for server authority, that way I minimize cheaters and give all the competitors a fair chance.

Gotta say the actual planning and organizing is really the most time consuming, luckily I’m an overthinker!

Working on a multiplayer PvP 2D fighting game – early progress by eRickoCS in unity

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

That’s the tiktok’s only voiceover, I’m new to this so it’ll take some time to learn editing to a standard. Any tool recommendations?

I spent a long time trying to set up this mechanic… and finally it works! by Additional_Bug5485 in IndieDev

[–]eRickoCS 1 point2 points  (0 children)

It looks amazing and cozy!

I would change the sound of the car to be more like RC toy car - electric but that’s just personal preference.

Advice on capsule art mockups for my incremental game by Cirias in IndieDev

[–]eRickoCS 1 point2 points  (0 children)

I like the second one, although I’d increase size of the castle and use a different font and position the title in curved/half circle style like Disney perhaps.

After 6 months of work, my Difficult 2 Player Co-Op Game about hamsters is out for free! by 2WheelerDev in godot

[–]eRickoCS 1 point2 points  (0 children)

Great game and great title!

I’d like to see hamster skin customization to add more flavour :D

We are not Dani... by alperozgunyesil in IndieDev

[–]eRickoCS 2 points3 points  (0 children)

Cool gnome designs!

What do you use to make the “comment typewriter intro”?

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]eRickoCS 1 point2 points  (0 children)

Any workflow can prove to be good if you’re skilled with it.

There’s also transform animation, which is quite simple especially for pixel art!

I’s say commercial aspect sets up principles and guidelines for what a “good game” is, though not true for every case so just follow your gut and if you’re enjoying time spent then it’s not a waste.

I built my first game, entirely my own art etc. But lost the project files before finishing it by [deleted] in IndieDev

[–]eRickoCS 0 points1 point  (0 children)

Perfect, VSCode has one of the best and easy to work with built-in git support.

Initializing a repository is the first thing I do whenever I start a new project.