Devlog #1


My first update! In this update, I've added a multiplayer lobby system allowing players to create and join eachother's lobbies and connect to a multiplayer game. You can see eachother and interact with the world, however the world state is not yet synced across clients. I'm going to have to figure out a performant way to do this.

The game uses Unity's new Lobby package, as well as Relay to connect clients to a Netcode for GameObjects server. I chose this approach as it is free for now, and highly scalable. I'm assuming this game won't be a large enough success to justify the infrastructure and cost of hosting dedicated servers, so I'm keeping it player-hosted for now. Now I can finally get to some gameplay!


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