BeGone Released! - Multi-player Shooter
Hey guys,
I'm happy to announce that BeGone has now been released! Check it out:
http://www.nplay.com/BeGone/
BeGone is a round based multi-player shooter.
Of course it uses Photon for networking, and I am looking forward to scaling it up!
And, here's some screenshots:



I'm happy to announce that BeGone has now been released! Check it out:
http://www.nplay.com/BeGone/
BeGone is a round based multi-player shooter.
Of course it uses Photon for networking, and I am looking forward to scaling it up!
And, here's some screenshots:




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Mahjong online
http://www.nplay.com/BeGone
Since the last update to this thread we now have 3 levels (with a 4th one on the way):
Warehouse
Tower
Crane
Pipeline (Coming Soon)
So far the highest number of peers we have seen at one time is 260. The server is a 2 core 1GHz with 2GB of RAM and has been able to handle this without any noticeable lag. And bandwidth usage is about 500GB per month right now with combined up/down. We just increased a few rooms from a max of 12 players to 24, as we know even though the player count doubles it way more than doubles the resources required. Will see how this goes, but so far it is looking pretty good.
Do you have additional in-game logic on the server?
How do you handle collisions?
So server side is kept pretty simple, if I could have done the round logic client side I would have, but did not see a good way of doing it.
All collisions are client side. All clients send their key input to all other clients and the simulation runs for everyone. Of course this will get out of sync, so there are re-sync events sent when necessary. It still needs some work though, you may notice players sometimes get stuck on a physics object (like the edge of a box) and then pop to their real position. Manually moving opponents and adding interpolation can cause headaches with people falling through the ground or walking through walls.
How much CPU do 260 CCU consume from the available 2 core 1GHz server?
And to figure it out we will be re-launching on Kongregate. The last version on Kong was made with Unity 2.x and only had 1 weapon. This is a much improved game, so I hope the Kong audience will like the changes. The one thing is that their computer's are not often capable of doing high-end graphics, so keeping the framerate high on lower end hardware is important on that site.
What's your target hardware for client?
And we broke a new concurrent peer record, highest I have seen previously was 260 but today I saw 444!
And on NPSF3000's advice we switched hosting to https://www.nfoservers.com/. With their 8 core VPS I am seeing only 20% cpu usage with this many players.
We also just upgraded to the Photon Unlimited license, so we will try to see if we can get this player count even higher
One problem that I know exists is intermittent lag, I think it is due to garbage collection from using OnGUI, we're phasing all OnGUI stuff out of the game starting with anything visible while playing.
One of the problems with being addicted to playing games is that my computers are all pretty powerful, I'm looking into getting a slower computer for testing though.
BTW, we made a new record for simultaneously connected players: 773!
its base overhead is extreme especially if you target anything below 8800GTX, 9800GTX or GTX260 / 460 / 560 and higher
It should really only be used if you have a lots of realtime lights and shadows, otherwise its gain (that its overhead with lots of lights and shadows is low) will become a major lose ...
Lower end GPUs can easily handle half a million+ polygons and lots of textures, but deferred makes the scene not render 1 or 2 times, but 5 (or 6, not fully sure), to fill all the buffers required for deferred. Even my GTX280 on a halfway reasonable level won't get beyond 100 frames, which for average casual user machines means that they can be happy to get out at 30FPS. And the problem is just removing lights or shadows won't affect it as the buffers and pixels get rendered none the less (thats why adding more of them is not as devastating as in forward rendering where affected objects are redrawn, not just some more pixels in screenspace affected)
In short, if you use deferred, you also need to write "Requires a NVIDIA 9800 or equivalent graphics chip" at least onto the requirements list
as such its definitely favorable to have all but the top 2 qualities use forward rendering (for the lowest one I would even consider the pure vertex renderpath fallback)
@Johanz: sorry missunderstood your message, thought you meant pc not version of game.
I've changed it so that when "Image Effects" are set to 'Low' it uses forward rendering. Tried vertex-lit but the terrain looks horrible with that method.
Maybe it will run faster for you now johanz. I've already had a couple players report their framerate doubled.
Wouldn't call it horrible if a user really needs it.
GeForce 4 and older, people with Intel GMA 500 and 900 benefit of it too, for the 900 series it depends on the rest to what a degree - Unity Technologies didn't reduce the terrain detail and foliage - detail distances to nearly nothing when detecting an Intel GPU in the Unity 2.x Island Demo cause they hate Intel but love the users
But yeah with Vertex Lit render path Unity does not use any shaders at all, its pure fixed function rendering on the gpu ("dinosaur" or DX8 earlier) and the "nice texture repetition painting" on the terrain is pure pixel shader unhappily.
Due to this in Vertex Lit it actually bakes down the stuff to the size of the detail texture you define (unsure if per terrain or terrain chunk) and uses a single static texture which gives you a very low texel density compared to the realtime blended.
I remember playing Day of Defeat as a HL1 mod and realized that lowering the settings so all textures looked flat and without detail changed the nature of the game. It made it so that enemies stood out like a sore thumb even when they were in an area where they should have been somewhat hidden due to blending in with the background. It was kinda sad to think that to compete against players I would need to play in such an ugly world.
That's also why we got rid of the vegetation density toggle. The vegetation does play into the strategy and I find it fun, but if people can just toggle it off, then everyone has to toggle it off just so they aren't at a disadvantage. The trade-off is to have levels without terrain like warehouse.
As for the terrain: Your terrain must be pretty large, even with the filtering it still looks as if its basically 2x2 texel per unit which would imply a 2 : 1 ratio on the terrain size vs splat map texture size. But yupp its not possible to go far beyond that as unity does not support vertex splatting (wrote such a system back in Blitz3D days on DX7, looks like unity terrains then just with no shader but instead with multiple meshes), only texture splatting
How much bandwidth do your players consume?
does this mean you've purchased a special license from UT?
Running the latest Photon 3 RC3 on client and server.
"Top 10 free PC Games of 2011"
And BeGone is rated the 5th best free PC game of 2011!
Can't wait to try this out when I get home from work. Anyways, great job!