Book Image

Building an RPG with Unity 2018 - Second Edition

By : Vahé Karamian
Book Image

Building an RPG with Unity 2018 - Second Edition

By: Vahé Karamian

Overview of this book

In a role-playing game (RPG), users control a character, usually in the game's imaginary universe. Unity has become a top choice for developers looking to create these kinds of immersive RPGs. Building an RPG with Unity 2018, based on building some of the most common RPG features, teaches you tips, tricks, and techniques that can be applied to your own game. To start with, the book guides you through the fundamentals of role-playing games. You will learn the necessary aspects of building an RPG, such as structuring the game environment, customizing characters, controlling the camera, and designing other attributes such as inventory and weapons. You will also explore designing game levels by adding more features. Once you have understood the bigger picture, you will understand how to tackle the obstacles of networking in Unity and implement multiplayer mode for your RPG games. By the end of the book, you will be able to build upon the core RPG framework elements to create your own immersive games.
Table of Contents (16 chapters)
Title Page
Copyright and Credits
Dedication
Packt Upsell
Contributors
Preface
Index

Chapter 8. Multiplayer Setup

The desire of every indie game developer is to make a multiplayer game. The reality is, creating multiplayer games is difficult. There are a lot of scenarios that you need to take into consideration as a game designer/developer. Besides the technical complexities that are involved in the nature of creating online multiplayer games, there are also game-play elements that you will need to consider.

The purpose of this chapter is to give you a good overview of the out-of-box networking functionality using the new Unity networking paradigm. This is a complex topic, and as such we cannot cover everything in this chapter. A whole new book will be required to really dive into the details.

Having said that, I have prepared this chapter to include one simple project, which will be used to illustrate the fundamentals of networking. I will then show you how to network-enable our own game objects.

In this chapter, we will cover the following:

  • Heads-up display
  • Completing a HUD...