GameDev Blog: Goblin Rules Football #33: New Weather System and Other Stuff

It’s been nearly two months since my last post about the multiplayer demo on itch. I had thought that I wasn’t doing much work on the game, but looking through my GitHub commits (should I just make the repo public? It’s not like it matters…) and there’s some work there! The biggest thing I’ve been…

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,…