So I had some e-mails back and forth with a new Asset developer EZ Multiplayer (
https://assetstore.unity.com/packages/templates/systems/ez-multiplayer-123413) and explained to him that many people here would KILL for a multiplayer support, his solution seems very practical so I thought that with some work with ORK this can work and he thinks the same.
He said that he works on an Integration with Invector right now and if there is interest from our community he can then pick up ORK, so people interested about it would be clever to reply to this thread so I can show him our interest :).
@GIL is it ok if I give him your e-mail so he can contact you for any help he needs?
If it is fully integrated of course. Something that sends Orks status values and varables over the network would be awesome!
While it's easy to e.g. sync status values over the network, it's a whole other story if you want to e.g. sync the battle system :)
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I've done it myself on a small scale.
If you guys are serious, you should start with exactly what sort of functionality you want.
It would also be vital to decide which you want first:
-Peer to Peer
-Host as Server
-Dedicated Server
etc.
Like I said, it can be done with either uNet or Photon Free.
Just needs a little elbow grease.
@gamingislove is it alright if I just post download links to the test clients here in the thread?
I'm going to use the ORK tutorial project and just integrate the functionality with multiplayer support in order of the lessons.
So the first test will just be people moving their characters around the map.
For the actual combat, I took inspiration from a game called Atlantica Online.
It's an MMO that has instanced party-based combat.
But we'll run tests with the various different combat types including realtime and grid.
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