Failed by proof of concept

Wasp failed. I guess that’s not surprising since I didn’t really had a firm understanding of the PhotonNetwork. Apparently, something to be sent over the network could either be synchronized using RPCs, which by itself is pretty simple to use if it’s the same object in every player game, or using PhotonNetwork.Instantiate then using the PhotonStream object to send things over to other people.

It took me a few days of head banging and nearly going into depression to get that right. After that light bulb moment, everything else just clicked into place. It was quite a new way to separate what was offline and what was not.

Eventually I separated each player to be a black box and the battlefield to be the common ground. Of course, that was the theory but I still needed something to communicate with other players outside that black box, like chat or starting the game, so that will have to be done by RPCs.

Currently even the animation states and sounds have to be transmitted over the network, I guess, for everything to work. LOL. So I guess some of the code has to be rewritten to accommodate the multiplayer, like the sound handle and effects handle code, which relied on third party objects to play the sound.

 
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Summer cleaning again ! :D

June 16th. The day of reckoning. We’re going to launch a community alpha release on that day, so everything should be as prim and proper before we step out to the world and say, “Here’s the game!”. And that includes the dev base, which... Continue →