Skeletons vs Zombies MOBA With Multiplayer In Unity

This is Part 10 of my eleven-part review of the course Devslopes 3D Game Development Academy.

Skeletons vs Zombies MOBA With Multiplayer In Unity

Course Company: Devslopes
Instructor: Mark Price

Rating: ******
5.2/6

In this lesson, the game itself
Is less important than the concepts taught.
This should be a nightmare with problems fraught,
But we can use tools from the shelf.

This is our character. He will be throwing fireballs at his multiplayer opponents.

Using the Zombie map from before,
Mark Price is again our narrator
Introducing us to Multiplayer
And gives us a peek as to what’s in store.

If we ignore the Multiplayer side,
Our instructor makes it plain
That we’ve learned enough skills to make this game,
But that there’s more under the hood of this ride.

Mark talks about multiplayer in Unity.

While what we want to do is artistic,
He tells us that Multiplayer mode
Has traditionally used millions of lines of code,
But Unity makes it simplistic.

Unity has built-in tools
That make Multiplayer quite breezy,
With a few clicks it’s really that easy,
So long as you follow the rules.

We use the map from Haunted Zombie Rush.

In a normal game not connected online
Your input goes a short distance,
To the only locally running instance,
And it’s quick, so it makes good time.

With Multiplayer, however,
Your input goes to a server
Which sends it to other computers
Before returning to your location, wherever.

We’re taken to the BitGem website.

That’s a pretty crucial step.

Everything all players do,
Whether 100 000 players
Comprised of doctors, cooks and sailors,
Is updated continuously, too.

Every change in everyone’s game
–Positions, progress, inventory,
Altitude, health—you know the story—
Gets processed so everyone sees the same game.

We grab some code from the Internet.

Unity has a tool called Network
That allows you to make on your vacation
Several instances on your workstation
That you can play with to see if they work.

This is truly important stuff.
You can see with just a few clicks
What’s functional and what sticks,
And decide when it’s finished enough.

Mark shows us how Multiplayer works.

Mark then goes one step further:
We take this and build this
And then we upload this
So that it’s on Unity’s server.

We can test our MOBA as if it’s commercial.
Mark tells us that Unity
Will give us a platform for free
And sell us server space if we go commercial.

We make two instances of our game.

It’s free if we use very few players.
The more we add to these,
The higher the fees,
Though upfront and not hidden in layers.

We get a Multiplayer Zombie app
That we’ve pieced together,
Our task light as a feather,
So easy ‘twas like taking a nap.

Mark shows us Unity’s pricing plans.

This is what Unity does.
It makes difficult tasks
Easy to cast,
And has earned its well-deserved buzz.

Mr. Price explained this quite well.
He used the right words
And sang them like birds
Till we understood this very well.

We get to play our game on Unity’s server!

For that, this lesson gets six.
We follow along
And finish the song
Without getting lost in the mix.

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