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

Summary


In this chapter, we looked at network programming using the Unity networking components. The main objective of the chapter was to introduce you to the fundamentals of networking in Unity by implementing two samples.

We started the chapter by discussing some of the challenges you will face as a game designer and developer for a multiplayer game. One of the main questions raised is whether you really need to invest the time and energy to create a multiplayer mode for your game. Assuming you really do want or need to create a multiplayer game, we started by looking at the different types of multiplayer games popular today.

We then went on with our first example of a simplified multiplayer game. The multiplayer game we developed are real-time, that is, all clients are synchronized with one another based on the activity on each active player's state; namely, the position, rotation, movement, and other important data needs to be synchronized with all clients connected to the game session...