A downloadable game for Windows

Dev Log #1: Laying the Foundation

Date: 2025‑04‑19
Engine & Networking: Unity 6 · Mirror Networking
Platform: PC (Windows/Mac/Linux) · LAN & Internet-ready

🚀 Project Overview

I’m building a networked multiplayer framework in Unity that will serve as the backbone for my future personal games—both cooperative and competitive. This isn’t a “finished game” yet, but rather the core systems upon which a variety of gameplay scenarios (PvP duels, PvE monster hunts, etc.) will be assembled.

🔧 What’s In Place

1. Auto‑Connection & Lobbyless Discovery

  • LAN Auto‑Discovery: Peers on the same network automatically see and connect to each other without a manual lobby.

  • Connection Flow: Behind the scenes, Mirror’s transport layer handles discovery broadcasts; I’ve wrapped it in a lightweight “ConnectOnStart” script that keeps the UX friction‑free.

2. Player Customization

  • Username & Color: Each client can enter a display name and pick one of six avatar colors.

  • SyncVar‑Backed: Using Mirror’s [SyncVar] attributes, every change propagates instantly to all clients.

3. First‑ & Third‑Person Cameras

  • Smooth Transitions: Press F to toggle between perspectives.

  • Eye‑Tracking Prototype: I’ve rigged a simple look‑at script so characters’ eyes follow the mouse/crosshair—subtle but adds presence.

  • Next Up: Eyebrow‑driven emotion system (raise/lower based on game events).

4. Network‑Synchronized Movement & Triggers

  • CharacterController + NetworkTransform: Fast, jitter‑free movement.

  • Trigger Events: Stepping on a networked trigger (e.g., a pressure plate) fires a ClientRpc to play VFX/SFX everywhere.

5. Pick & Drop System

  • Interactable Items: You can “pick up” rigidbodies and carry them; dropping spawns a networked object with its state intact.

  • Custom Behaviors: Each object can define its own OnPickUp() / OnDrop() callbacks—perfect for things like health packs, keys, or throwable weapons.

6. Pause Menu & Synchronized UI

  • Cinematic Zoom‑To‑Face: Hitting Esc brings up a close‑up pause camera on your avatar.

  • Live Color Change: Tweak your color slider in the pause menu and watch it update across all clients in real time.

🛠 Technical Highlights

  • Mirror Custom Messages: For non‑SyncVar data (like eye rotation), I send optimized messages to reduce bandwidth.

  • ScriptableObject Settings: All game‑wide constants (movement speed, camera FOV, color palette) live in a GameConfig SO—easy to tweak without recompiling.

  • Modular Architecture:

    • Core Network Module

    • Character Module (movement, cameras, eye tracking)

    • Interaction Module (pick/drop, triggers)

    • UI Module (pause menu, color picker)

🎯 Next Milestones

  1. Eyebrow Emotion Blendshapes

    • Link eyebrow sliders to game state (low health → furrowed brows, victory → raised brows).

  2. Cooperative Gameplay Prototype

    • Simple shared objective (e.g., push two levers within 30 seconds).

  3. Versus Mode

    • PvP arena: projectiles, health, respawns.

  4. PvE Monster Encounters

    • Single‑player or co‑op boss fight with synchronized boss AI.

💬 Final Thoughts

This “dev log” is less about polished gameplay and more about proving out the systems that make multiplayer magic possible. With Mirror’s foundation and a modular, data‑driven codebase, I’m confident that the next phases—co‑op puzzles, PvP arenas, monster battles—will slot in smoothly.

Stay tuned for Dev Log #2, where I’ll dive into the eyebrow emotion system and early cooperative mechanics!

Elian Medina, Indie Developer

Published 6 days ago
StatusIn development
PlatformsWindows
AuthorElián Medina

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FunnyGameBuild.zip 40 MB

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