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A test and experimentation with two platforms interacting asynchronously. 
One client is on a unity project, while up to 16 users can access a web-login in order to change the game in small  ways. What sort of impact does that make?

What does it mean to have crowdsourced gameplay? How does it feel to have a wall of eyes focusing on you?
 
(right now the server is a little stressed by the amount of messages, but I'm working on getting it cleaner - you can typically get one or two messages in before the server completely disconnects)

I think the biggest takeaway from this project is a new understanding of basic networking, and a lot of new knowledge to fit into other bigger projects. Also that I am really really interested in networking, but it takes an enormous amount of energy for me to focus on the process.  


Next time I'll probably just buy the asset store package.

[very messy unity project as zip folder - no downloadable .exe as it still requires me to boot up a server - web side located at charlotte-harper.com/game.html ]

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Click download now to get access to the following files:

ThesisJam_ClientJackboxNetworking_ver3.zip 8 MB

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