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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Table View – Container (Part 5 of 6)

The final “variable” implementation of our TableView helps to finish tying everything together. It breaks the four possible flows down into two categories: “Horizontal” or “Vertical”. You can think of this as a “Container”, because it causes the “Content” of the “ScrollRect” to adjust its size as necessary to fit all of the cells we have loaded. In addition, this script is responsible for deciding what kind of Flow to use based on the settings of the “Content” itself.

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Table View – Spacers (Part 3 of 6)

Making a scrolling list of cells isn’t that hard. Making a list that only creates as many cells as is necessary for display is slightly harder. Using a single component which can elegantly handle variations like whether or not the cell size can change or what direction the scrolling will occur, is pretty advanced. The best way to approach this kind of challenge is to break it down into manageable pieces.

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Table View – Intro (Part 1 of 6)

I’ve been hard at work creating a prototype for what I hope will be my next blog project – a networked multiplayer card game like Hearthstone. Creating enough menus to build and manage decks has resulted in the need to make a bunch of table views (scrolling lists of items whether cards, heroes, decks, etc). Although Unity has some pretty nice new tools for UI, there are still improvements I felt compelled to address.

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Tactics RPG A.I. Part 2

In A.I. Part 1, we added autonomous agents. Our enemy units could randomly move around the board and pick and use abilities with random targets. Now it is time to make them move and aim with a purpose. We need our enemies to be smart enough to hit multiple targets, attack from the best angles, and avoid friendly fire, etc. They should always act intelligently from the options which are available.

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