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Destruction games
Destruction games













  1. #Destruction games code#
  2. #Destruction games password#

You just import it, hook up some functions, and you’re basically done. We would import per platform, but there were all kinds of problems. “Previously we used other plugins, but they were difficult to use. But we thought it would be a good idea to introduce what we call the black market, where players who haven’t reached that level can buy customization parts as an In-App Purchase (IAP).”Īt first, Destruction Crew experienced some issues making IAPs work smoothly, which slowed them down, but as soon as they implemented Unity IAP, everything changed for the better. “Normally, players can only personalize their car if they have reached a certain level in the game. They then took it one step further and made this part of the game part of their monetization plan, too. With the flexibility of the backend, we can go to 5000 CCU, no problem,” Derks says.īecause the cars are such an important part of the game, Destruction Crew decided to make it possible for players to customize them with new bumpers or wheels, for example. That was way more than our cap, but the Unity team always made it really easy for us to raise the bar. But funnily enough, within a week, we were up to 5000 users. “In the beginning, we had 200 concurrent users (CCU), and we thought that should be enough, so just to be sure, we raised our CCU cap to 1000. Prior to release, Destruction Crew had hoped that players would embrace the multiplayer version, but they were nevertheless taken by surprise by the degree of popularity.

#Destruction games password#

When friends want to play together, they can just make a private room, password protect it if they want to, and they’re good to go,” says Derks. “With Unity, you just set a password and you’re done, basically. “Through the very simple implementation of the Network API, you can implement network physics, no problem, and that was really important for our multiplayer mobile car game.”Īnother multiplayer feature that Destruction Crew really appreciated was the ability to create private rooms. “Thanks to Unity's network serialization, we were able to easily transmit all the physics data required to simulate physics across all clients,” Derks says.

#Destruction games code#

Rather than using Unity's default, they built a custom NetworkTransform, which took about a month to design, code and test. This made it easy for them to simulate physics, so the experience was close enough alike on all clients to make it feel right. One thing that made it possible for Destruction Crew to offer a good online multiplayer experience was network physics via Unity’s API. Network physics make it a great user-experience Unity offered a number of features that helped them overcome these challenges. However, issues such as network physics, concurrent user limits, and the need for a monetization plan presented challenges for a team of three with limited resources. “When you actually smash someone’s car in real-time, you’re like, ‘yeah, that’s it.’ And Unity Multiplayer made it easy for us to create that rich experience.” “It’s really fun to play against bots, to play against Artificial Intelligence, but it’s much more fun to play against real players,” Derks says. Given the dynamic nature of their game, it seemed obvious to the Destruction Crew that playing online against others was something players would want to do. “What can I say, we love to destroy stuff.” “We’ve always loved those super-fun, high-speed, derby destruction games, and we just really wanted to make our own game, give it our own twist, and see what we could do with it,” says Steven Derks, lead programmer and co-founder at Destruction Crew. When you create, they say you should start with what you know and love, and that is exactly what Destruction Crew did.















Destruction games