A downloadable prototype

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This project was developed entirely live at twitch.tv/irishjohngames for 2 weeks during Jern Jam 2.

Controls:

  • Movement with WSAD
  • Hold Right click to Aim
  • Left click to fire
  • G for grenades (thrown towards where you're looking / facing)
  • Shift to sprint
  • F to open doors / activate things (context will be shown on screen)
  • J (debug - change the world seed when in lobby - these are shown on the lcd panels on interactables)

Features:

  • Multiplayer p2p lobby, a transition scene, and a procedural level generator Coop - (With Greyboxing) and PvP with procedural rooms.
  • Character customization (in the shooting range)
  • Shooting range
  • Enemy turrets
  • Grenades

This project was a means for me to:

  • Refresh my memory of Mirror
  • Experiment with Mirror Events (Which don't exist anymore :D)
  • Experiment with URP in Unity
  • Experiment with FMOD
  • Experiment with Dungeon Architect
  • Play around with some assets
  • Play around with IK
  • Experiment with Dedicated cloud servers with Mirror
  • Learn about Amazon cloud computing, the requirements of these kinds of servers and how they're done
  • Learning about reverse proxies (unfortunately!)

Synopsis & lessons learned:

All in all the prototype thought me alot about the above. The most valuable lesson was in the amazon stuff not working out. A t2 micro instance was not enough to run even a headless server. It was maxing out the CPU and RAM. A t2 medium was great, using 30% of the CPU and 1.7GB RAM. Not entirely sure why the need was so high but some googling showed me that a single core CPU is not good enough for unity instances. At least 2gb of ram minimum also, even for a headless which is madness imho!

Also learned that Web GL based games using mirror must connect using a reverse proxy. As the Sockets system is awkward to get running. This is where I spent most of the time on the prototype unfortunatly. It is a bit of a nightmare getting all those pieces up and running. Would be down to continue experimenting with it eventually but for now I've terminated the instance and DNS associated with it. It required too much messing around honestly - the rest of the project suffered as a result.

There are alot of unused items in the prototype - enemies and monsters which I didn't spend all that long on tbh, just didn't get a chance to add them into the procedural levels. Wouldn't be too much work to get them in there. 

Had alot of fun with the project. Disappointed it didn't become another stream game like Feckship (ibr) but it is what it is. Any stream games I create from now on will need to be either downloadable games based in Steam, or using Photon cloud.

Enjoy messing around with this - you can host a game yourself and start a coop game to run around killing the turrets in the level. 

Download

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Click download now to get access to the following files:

BP4_Data.zip 75 MB

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