Networking the AI
Welcome! Lets start off with why networking the AI. We place AI players into the game to compete against the players, the AI will be added to the race based on how many real players are in the race. This will add a more competitive and enjoyable experience being able to go against AI when you’re playing alone as well as making it more chaotic with other real players.
Some issues I came across with implementing networked AI are that I’m super unfamiliar with networking a game and the things that come with it. I ended up running into issues with ownership with AI and players that join the network because, the player and AI share the same cars so we have to keep track of who’s controlling who’s car, then the more players that join for some reason makes the AI spazz out because he’s confused if he has ownership or not.
This is a super new thing and learning about how RPC works in code to make a game online!
Published By: Christian Camargo-Cortez Date: 5/2/2024
Get BlazeRunners : Bullet Ballet
BlazeRunners : Bullet Ballet
Status | In development |
Author | Pixel Pulse Studio |
Genre | Racing, Shooter |
Tags | 3D, Multiplayer, Unity |
More posts
- New Feature and ImprovementsJul 02, 2024
- Progressing with Steam Integration and Lobby FunctionalityMay 03, 2024
- Network Ownership and Server TimerMay 03, 2024
- Tutorial UI Setup and Timer BugsMay 03, 2024
- Fixing WheeliesMay 02, 2024
- Networking ObjectsApr 27, 2024
- Enhancing Game Tutorial Logic and UI LayoutApr 27, 2024
- Lobby Functionality for MultiplayerApr 26, 2024
- Aim Assisted Predictive AimingApr 26, 2024
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