Partial Class State Machine

You’ve probably been told before not to re-invent the wheel, but when it comes to my own code I couldn’t disagree more. I love re-inventing the wheel because it helps you understand why things are designed the way they are, and occasionally allows you to make something better. I’m currently “thinking out loud” about a whole new approach to the way I implement state machines that can provide functionality I had been wanting but not thought was possible – until now.

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Turn Based Multiplayer – Part 4

Networking in Unity is a large and probably confusing topic, so this lesson is designed to help introduce some of the basic requirements that will be needed to complete our muliplayer game. We will create a few specialized assets and scripts and make use of new classes and tags you may not have seen before. By the time we are done, you should understand how to get two players joined in a match, as well as determine who is who.

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Turn Based Multiplayer – Part 3

Now that we have created a game model, as well as some 3D assets to display, we can tie them together and have something to interact with. We will create a couple more scripts, one to serve as the view component on the board and one to serve as the game controller. By the end of this lesson, you should be able to play a sample single player experience of Tic Tac Toe.

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Turn Based Multiplayer – Part 1

In this project, we will be using Unity’s new networking libraries to make a turn-based multiplayer game. I chose a very simple game, TicTacToe, so that I woudn’t be too distracted by much beyond the architecture I would need to achieve my goal. It is my first attempt to implement networking with Unity, so I am very open to feedback. If the general response is positive, then I may take it a bit further and try to make a Hearthstone sytle card game.

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