He said I Couldn't Make a Multiplayer Survival Game... So I Made One!
Summary
TLDRIn this humorous and chaotic journey, the creator documents the process of developing a multiplayer survival game from scratch. After facing challenges like procedural world generation, multiplayer setup, and coding errors, he adds various mechanics such as inventory systems, enemies, and a roguelike progression. With plenty of absurd moments, including a unique cast of enemies and power-ups, the game evolves into a quirky, fun project named 'Muck.' Despite the game's rough edges, it's released on Steam, offering players a chaotic but enjoyable survival experience with friends.
Takeaways
- š Danny initially hesitates to make a multiplayer survival game, but is inspired to start after creating a new project in Unity.
- š The game features procedural world generation, making each playthrough unique, achieved using Perlin noise to create random terrain.
- š” Danny encounters programming challenges but uses a tutorial by Sebastian League to help implement procedural generation, including generating forests.
- š¤ The player model is initially a placeholder, but is later replaced by a more detailed character, though it's still based on a previous game, Carlson.
- š ļø The game includes a basic inventory system inspired by block-based games, allowing players to store and interact with items.
- š Multiplayer is added, though Danny humorously compares it to painful self-reflection. Despite challenges, the multiplayer system eventually works.
- š® Danny integrates Unity's particle system to improve visual effects, along with animations and other environmental enhancements like grass shaders.
- š¹ The game includes combat elements, with enemies made from simple cubes, which evolve into more complex enemies with particle effects and animations.
- āļø Resource gathering is added, including ores and tools, which players can use to craft better tools and build structures.
- š² The game incorporates roguelike elements, such as loot chests with power-ups and the chance for players to gamble on better gear or abilities.
- š® The game, now named 'Muck,' is released on Steam, despite some humorous struggles with networking and name changes. Itās free to play, with further updates possible.
Q & A
What was the inspiration behind the game 'Muck'?
-The game 'Muck' was inspired by a YouTube comment challenging the developer to make a multiplayer survival game, which led to the idea of creating the game and eventually releasing it on Steam.
How did the developer approach procedural world generation in 'Muck'?
-The developer used Perlin noise to generate a noise map for the world, which assigns random values between 0 and 1, and then applied color values based on those numbers to create a diverse, random world each time the game is played.
What challenges did the developer face with procedural generation?
-The developer initially struggled with understanding how to implement procedural generation but was able to follow tutorials by Sebastian League to successfully create it, though there were some moments of frustration and setbacks.
How did the developer incorporate multiplayer features into 'Muck'?
-The developer added multiplayer by using Steamās networking system, though this required extensive code changes, and initially, players had to deal with port forwarding issues. After overcoming these hurdles, the multiplayer feature worked through Steam's network, avoiding the need for port opening.
What gameplay mechanics were implemented in 'Muck'?
-Key mechanics in 'Muck' included inventory systems, resource gathering (chopping trees, mining rocks), building, and crafting. The game also incorporated roguelike elements, such as loot chests with power-ups and progression based on defeating enemies and collecting resources.
What technical issues did the developer encounter during 'Muck's' creation?
-The developer faced multiple technical issues, including difficulties with network coding, issues in integrating Steam's system for multiplayer, and problems with game naming, as well as having to fix bugs related to the animations and particle systems.
Why did the developer struggle with naming the game, and how did it end up being called 'Muck'?
-The developer initially struggled with finding a name, considering 'Mock' but later settled on 'Muck' after a back-and-forth with Steam, where the name was ultimately approved. The name was a bit unconventional, but it stuck.
How did the developer add visual and sound effects to 'Muck'?
-The developer improved the visuals by using grass shader tutorials and adding animations for trees and animals. For sound effects, they incorporated fun audio like eating sounds, quirky effects, and even made their own music after encountering issues with the original audio.
What did the developer do to make 'Muck' more immersive and enjoyable for players?
-To make the game more immersive, the developer added various elements like a day-night cycle, weather effects, and player animations. They also included various enemies, loot chests with power-ups, and even boss fights, all designed to enhance the survival and roguelike experience.
What was the final outcome of 'Muck' and its release?
-Despite the game's rough edges and technical issues, 'Muck' was released for free on Steam. The game gained some traction due to its fun mechanics, multiplayer, and humorous aspects. It became a quirky, enjoyable experience, though the developer acknowledged it wasn't perfect.
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