In my previous blog post, I created an Active Directory (AD) lab environment in AWS that I wanted to use to test/practice various redteam concepts and tools. One of the tools I was interested in testing is the new version of Covenant C2. Covenant is a command-and-control (C2) framework. What this means is if you…
GameDev Blog: Goblin Rules Football #32: Multiplayer Demo Live on Itch
Here’s the demo page: https://rodzianko.itch.io/goblin-rules-golf. Download is at the bottom. Extract .zip file. Launch Goblin-Rules-Football.exe. Windows only. Multiplayer over the Internet requires connecting to the host’s externally facing IP. The host can find this by searching “What is my IP Address?” in Google/Bing/AskJeeves/whatever. Not sure if duck duck go will tell you since it is…
GameDev Blog: Goblin Rules Football #31: Multiplayer with FishNet. It works (locally)
In my last post I mused that I might mess around start converting the game to multiplayer. Well, that is what I did. I decided to try FishNet for this. FishNet is very similar to Mirror. It has some more features for things like client side prediction and whatnot in the paid version. Free version…
GameDev Blog: Goblin Rules Football #30: Tornadoes and Sound (for some things)
In my previous post I said I wanted to make tornadoes for the Golf mode of Goblin Rules Football. I went about and did that. To start, I created a little tornado animation. I’m not 100% happy with it, but at least it looks somewhat like a tornado. Judge for yourself, if you’d like: It’s…
GameDev Blog: Goblin Rules Football #29: Lightning Strikes
I guess I’ve made quite a few updates to the Golf Mode of Goblin Rules Football since my last post. I mentioned dealing with the player going out of bounds, and preventing them from aiming out of bounds, and I did all that! I kind of forgot about it since I did it a while…
GameDev Blog: Goblin Rules Football #28: Creating My First Golf Hole
I did it. I followed through on what I said I’d do. I said I’d try and make it so you can play one hole in golf (which was misspelled in my post as “whole” until just a minute ago), and I did it! I drew out the entire thing in tiles! Created a gameplay…
GameDev Blog: Goblin Rules Football #27: Slope Direction Tiles and Making Them Do Stuff
In my previous post I mentioned wanting to include slope information on my tiles, possibly doing it through scriptable objects. Scriptable objects seem like that would be a powerful tool to use in Unity, but unfortunately I didn’t actually do any of the tutorials and went a different route for “storing” “data” on the tiles,…
GameDev Blog: Goblin Rules Football #26: Swing Animation and Ground Tiles!
I decided to ignore all of my “Next Steps” from my previous post, and decided instead to work on completely different things, first things first I made a swing animation. Look at it! Wow! Whoa! Great swing, great follow through. You love to see it. Also, it looks like a few pixels are missing in…
GameDev Blog: Goblin Rules Football #25: Rain, traps, wedges, and more!
In my previous post, I said I wanted to add more weather effects, like rain, so that’s one of the things I did! First I added the visual rain effect, since I figured if I couldn’t get something to look the way I liked I just wouldn’t include it in the game. So, using particle…
GameDev Blog: Goblin Rules Football #24: Wind and Club Sprites
Hello! And welcome to my humble blog about making a golf mode for my already published game, Goblin Rules Football. In my previous post, I mentioned adding a “target” at the end of the trajectory that the camera would focus on as the player aims their hit. Well, I did it! Here’s a screenshot from…
GameDev Blog: Goblin Rules Football #23: More Golf Stuff. Collision Detections and Spin???
In my previous post, I talked about adding a golf mode to Goblin Rules Football, and since then I have been adding to the top down/Golf Story-style prototype for the golfing. The first thing I added was “spin” in the game for both top and back spin, as well as side spin. I had already…