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

Challenges of a multiplayer game


A general rule of thumb is, if you don't need to enable your game to be multiplayer, don't! It just adds a whole lot of complexity and extra requirements and specifications that you will need to start worrying about. But if you must, then you must!

You probably know by now that creating even the simplest multiplayer game has its own challenges you will need to address as the game designer. There are different types of online multiplayer game design, as follows:

  • Real-time multiplayer games
  • Turn-based multiplayer games
  • Asynchronous multiplayer games
  • Local multiplayer games

The most challenging out of all the different types of multiplayer games is real-time multiplayer gaming. This is because all players have to be synchronized in a proper and effective way with the latest game state at any given time.

That is, if we have Player A perform a specific action, Player B will see the action at the same time on his or her screen. Now, consider we have another player join...