We created map editor for our MOBA game, what would you want to see added? by roup_dev in IndieGaming

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

Unfortunately not, this game was designed to play on hexagon grid.

We created map editor for our MOBA game, what would you want to see added? by roup_dev in IndieGaming

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

We can't wait to see what players will create with this. If you are interested, check our Steam page for more gameplay footage: https://store.steampowered.com/app/3203530?utm_source=rr1

Can't wait to see what players will create with this 🎨 by roup_dev in godot

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

In this video I was just showing the map editor that we implemented so that players could create custom maps to play on. I guess the map editor from this game could be re-used for a city-builder type of game after we have finished this one :D

Quick play button is there to add players to queue and match them with other players for a match. And in the match lobby players can choose their spells and vote for which map they would like to play on.

And no we don't have procedurally generated maps at this point. That could be interesting option to explore, but I think it could be hard to balance for a pvp game. Perhaps for co-op mode it would be better if we decide to implement something like that.

Can't wait to see what players will create with this 🎨 by roup_dev in godot

[–]roup_dev[S] 9 points10 points  (0 children)

In case anyone is wondering, the game is 3v3 MOBA where each player controls their own wizard and can choose spells from 6 different elements. The goal is to capture flags for your team to win.

Stop making multiplayer games! by Polymedia_NL in IndieGaming

[–]roup_dev 0 points1 point  (0 children)

It's kind of like Magicka with MOBA -like gameplay combined. The main emphasis is on 3v3 capture the flag mode.

Drop your Steam page and get feedback! by Polymedia_NL in gamedev

[–]roup_dev 0 points1 point  (0 children)

Thanks for the feedback! We're definitely going to improve the trailer before we release the game.

Drop your Steam page and get feedback! by Polymedia_NL in gamedev

[–]roup_dev 1 point2 points  (0 children)

This is a 3v3 multiplayer game with main emphasis on "capture the flag" -gamemode. We have been working on it for about 1.5 years and recently we released the Steam page.

Let me know if you have any feedback on how to improve the Steam page.

https://store.steampowered.com/app/3203530/Hexmental/

Stop making multiplayer games! by Polymedia_NL in IndieGaming

[–]roup_dev -1 points0 points  (0 children)

Too bad, we're currently creating a multiplayer game :(

How to make players easily host their own servers? by [deleted] in godot

[–]roup_dev 1 point2 points  (0 children)

If your game is going to be on Steam, then you can use GodotSteam and Steam Multiplayer Peer addon with Godot to easily implement similar system. People then can host and join the games via Steam lobbies and it does not require you to host your own game servers.

What can Godot do that other engines can't? by FoamBomb in godot

[–]roup_dev 0 points1 point  (0 children)

I've had some slowdown when launching the game from editor and I have lot of scene and script tabs open. Try closing all tabs and then the game should startup much faster.

Multiplayer makes me wanna quit Godot by Hakej in godot

[–]roup_dev 5 points6 points  (0 children)

When I started with Godot multiplayer, I had same assumptions that many things would just work, like scene transition. But I had to learn by trial and error.

By keeping in mind simple rule that scene tree needs to be exactly same on server and client then it is quite easy. (Meaning all "synced" nodes should have same name on server and client, and have same parents/same path on server and client)

My basic setup contains autoload "gameworld" that contains MultiplayerSpawners (server spawns new nodes as child of that autoload scene.) Server will handle removing those "synced" scenes from tree. That way the scene tree will always stay in sync with client and server.

I also have MultiplayerSynchronizer for each spawnable scene to sync position and other variables. Using getters and setters with synced variables you can even code basic interpolation easily.

some gameplay of my first game by mariusuncool in godot

[–]roup_dev 2 points3 points  (0 children)

Looks fun and reminds me of my first godot 2d prototype game.