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 #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 #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…