Project ImpactO
Do you have the balls?
Unity 4 Pro
Version control
Global effects (God rays,
volumetric partilcles, realtime shadows)
Project integration
Workflow
SCRUM framework.
Daily scrum
Product backlog
Sprint planning / retrospectives
SVN
Focus on marketing
M.S.C.W.
New features
HTF mode
Race mode
Energy resource
Customization
Completely new level
The Level
The Level
PIPELINE
Programs
Workflow
LEVEL DESIGN
Cohesive
Objective
Game Mode
Prototype
MODULAR
Textures
Models
Prototype
The Character
- Big bulky plates for silhouette- Compact electronic details for
easier texture baking- Worn down
The Character
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Rigging/Animation
- UNITY 4 – Mecanim- walk and run scripting pretty straight
forward- Simple UI for animation clip
management- Walkcycle = 3 animations
forward, left & right
- Solid rig- Clean export rig- Stable and flexible control rig
- Customize equipment- Placement of attachment joints
- Mechanical character- Robot designs relatively simple to
morph into spheres- No deformations = easy skinning
The Garage
The GaragePIPELINE
Programs
Workflow
FEATURES AND CONTENT
Limiting the viewCamera
DoF
Map
Ambiance
God rays
Particles
Fog
Optimization
Details in slots
Simple baseshape
Maps images
Character customization
Joint attachments
Bone attachments for modular components
Simple for others to add specific items at specific locations
Bone search structure with specified items available to specific bones
Unity AssetBundlesSupport for loading of resources on demand
Easy to add new items to your game = good for DLC
Support for realtime loading of resources when needed
Network instantiation
A lot of items = a lot of possible combinations
Spawning a customized character over network = challenge
User Management and Player Matchmaking
User Registration User Login Player Matchmaking
Player Matchmaking
The Simple Method The Advanced Method
• Current Game State • Current Game State• Connection Capabilities• Player Location• Player Settings• Player Experience
Player Matchmaking Illustation
Procedurally Generated Levels
Arbitrary Grid
Randomize points for path to pass through
Randomize weight on grid
Pathfind through the points
Populate the path with actual game track
Networked Physics
The 7 steps to profit
1. Pure client/server
2. Client-side prediction
3. Data compression
4. Prioritization
5. Player interaction
6. …
7. PROFIT!!!
Challenges
Bandwidth is limited
Networking for Physics Programmers 2010
Glenn Fiedler
2.7 million samples
99.1% can support 64kbps up and down.
Roughly 256 byte packets @ 30 packets per-second
Not nearly enough for bigger scenes
Player vs playerHard to handle events with multiple players involved
There will be differences in players prediction
How do you keep things “fair”?
The EndThank you for listening!