Week 1 - Laying the foundations for multiplayer
The core of our game relies on players working together, so multiplayer functionality is essential! This was a bit tough as I have only ever worked with multiplayer functionality in Unreal Engine, but I am learning how to do it in Unity. This week I achieved fundamental P2P connection in a Unity project, and it is working within Unity 6 Multiplayer Play Mode.
Week 2 - Multiplayer Pivot
This week I focused on making the multiplayer system as easy as possible to integrate with the rest of the team. For this reason I switched from P2P client-server to using Unity's distributed authority. I am hoping this makes it easier for me and the others to integrate.
Week 3 - Distributed Authority Success
I have successfully made a demo of basic distributed authority networking, including a login screen, matchmaking, and custom lobbies utilizing Unity Multiplayer Services. THis is in a separate project for practical reasons, but I hope to move this into the build next week!
Week 4 - Troubles
This week I tried to package multiplayer functionality from my custom build and integrate it with the actual game, however (partly as expected) it was not so simple. Unfortunately I was not able to get it to work this week, but I have hopes for rebuilding the functionality in the actual build next week.
Week 5 - Rebuild
This week I spent rebuilding the multiplayer system from the ground up only to receive the same errors.
Week 6 - Networking
Worked on core networking features, like transferring ownership.
Week 7 - Multiplayer working!
Got the core of multiplayer working this week.
Week 8 - Wifi Build
Worked on getting wifi build up and running.
Week 9 - Mech Door
Added automatic entrance to cockpit that opens the mech fight.
Week 10 - Networking
Added Multiplayer to the main menu, networked mech health, the timer, and core functionality.
Week 11 - Bug Fix and Mechanic Polishing
Bug fixed all known issues and brought the game to gameplay polish. Multiplayer is now in sync with singleplayer and functionality is equivalent/as intended.
Week B1 - Connection Flow
This week I implemented logging in with Unity Gaming Accounts, Friends list, partying, and matchmaking. There's still a few kins in matchmaking that i'm working out.
Week B2 - Parameter Manager
I implemented a parameter screen and an editor tool that developers can use to add parameters to the game. Players can edit the available paramaters at runtime and save/load parameter profiles.