Écraser et détruire

Comment Unity Multiplayer a aidé Destruction Crew à créer un jeu mobile à succès

Demolition Derby : étude de cas Unity pour les jeux mobiles

Destruction Crew, a 3-man indie game studio in the Netherlands have taken their love of demolition derby crashing, chaos and mayhem and turned it into a hit mobile game.

  • Le jeu

    Demolition Derby, a real-time online multiplayer crash-racing arcade game

  • L’objectif

    Créer une expérience multijoueur phénoménale qui plaît à un maximum de joueurs

  • Plateformes

    iOS, Android, VR for Android (various headsets), Win Store Apps

  • Membres de l'équipe

    3

  • Lieu

    Emmen, Pays-Bas

Le multijoueur était plus simple que jamais

When you create, they say you should start with what you know and love, and that is exactly what Destruction Crew did.

“We’ve always loved those super-fun, high-speed, derby destruction games, and we just really wanted to make our own game, give it our own twist, and see what we could do with it,” says Steven Derks, lead programmer and co-founder at Destruction Crew. “What can I say, we love to destroy stuff.”

Given the dynamic nature of their game, it seemed obvious to the Destruction Crew that playing online against others was something players would want to do.

“It’s really fun to play against bots, to play against Artificial Intelligence, but it’s much more fun to play against real players,” Derks says. “When you actually smash someone’s car in real-time, you’re like, ‘yeah, that’s it.’ And Unity Multiplayer made it easy for us to create that rich experience.”

However, issues such as network physics, concurrent user limits, and the need for a monetization plan presented challenges for a team of three with limited resources. Unity offered a number of features that helped them overcome these challenges.

 

Network physics make it a great user-experience

One thing that made it possible for Destruction Crew to offer a good online multiplayer experience was network physics via Unity’s API. This made it easy for them to simulate physics, so the experience was close enough alike on all clients to make it feel right.

Rather than using Unity's default, they built a custom NetworkTransform, which took about a month to design, code and test.

“Thanks to Unity's network serialization, we were able to easily transmit all the physics data required to simulate physics across all clients,” Derks says. “Through the very simple implementation of the Network API, you can implement network physics, no problem, and that was really important for our multiplayer mobile car game.”

Another multiplayer feature that Destruction Crew really appreciated was the ability to create private rooms.

“With Unity, you just set a password and you’re done, basically. When friends want to play together, they can just make a private room, password protect it if they want to, and they’re good to go,” says Derks.

 

Keeping up with their own success

Prior to release, Destruction Crew had hoped that players would embrace the multiplayer version, but they were nevertheless taken by surprise by the degree of popularity.

“In the beginning, we had 200 concurrent users (CCU), and we thought that should be enough, so just to be sure, we raised our CCU cap to 1000. But funnily enough, within a week, we were up to 5000 users. That was way more than our cap, but the Unity team always made it really easy for us to raise the bar. With the flexibility of the backend, we can go to 5000 CCU, no problem,” Derks says.

Des voitures facilement personnalisables depuis l'Asset Store

Les joueurs qui aiment le derby de démolition sont généralement des fans de voitures. Il était donc important de leur proposer une bonne sélection de véhicules. Mais, avec une petite équipe comme celle de Destruction Crew, la création complète de voitures aurait demandé un temps fou.

« Nous voulions proposer beaucoup de voitures aux joueurs, mais les concevoir de A à Z aurait nécessité trop de ressources », explique Nick Timmer, concepteur de jeu et cofondateur de Destruction Crew.

La solution était d'acheter des packs de véhicules sur l'Asset Store de Unity et de les adapter à leur style en changeant le mapping UV des textures pour appliquer des textures et des skins personnalisés.

« L'Asset Store était très important. Je ne peux même pas imaginer comment nous aurions pu créer des voitures de A à Z. Ça nous aurait pris des mois au lieu de quelques semaines », poursuit-il.

Rendre les voitures commercialisables

Because the cars are such an important part of the game, Destruction Crew decided to make it possible for players to customize them with new bumpers or wheels, for example. They then took it one step further and made this part of the game part of their monetization plan, too.

“Normally, players can only personalize their car if they have reached a certain level in the game. But we thought it would be a good idea to introduce what we call the black market, where players who haven’t reached that level can buy customization parts as an In-App Purchase (IAP).”

At first, Destruction Crew experienced some issues making IAPs work smoothly, which slowed them down, but as soon as they implemented Unity IAP, everything changed for the better.

“Previously we used other plugins, but they were difficult to use. It was always a little bit of a hassle. We would import per platform, but there were all kinds of problems. Unity IAP just makes it really easy. You just import it, hook up some functions, and you’re basically done. That’s it,” says Derks.

Des mises à jour continues et l'aide de la communauté

Destruction Crew have used the Unity Multiplayer solution from its first beta version. Although the early versions naturally were missing features here and there, they didn’t experience this as a problem as they developed their game because of the frequent updates that came with Unity Pro.

“Whenever we were missing a given feature, almost literally the next day, there would be an update of Unity that included it,” Derks says.

Features aside, the team still of course ran into some issues when they were building their game. In such cases, however, they invariably found help within the Unity community.

“The Unity community really helps us with fixing problems. And they were always really helpful. We always looked into Stack Overflow and the Unity Forums, and 9 out of 10 times we found a solution.”

Toutes les plateformes, toutes les technologies

Initialement, Demolition Derby multijoueur a été lancé sur iOS, Android et Win Store Apps. Destruction Crew a trouvé l'adaptation à chaque plateforme vraiment très simple.

« Il nous a suffit de modifier quelques paramètres, par exemple la texture ou les paramètres de compression des maillages, mais notre travail se limitait essentiellement à compiler et jouer. »

Avec la montée croissante de la RV sur le marché, l'équipe a été séduite par cette nouvelle plateforme parfaite pour son jeu. Et la création d'une version RV a été très simple.

« Jusque-là, nous avions seulement conçu des jeux mobiles. Mais ce qui est super avec Unity, c'est que quelque soit la prochaine technologie inventée, nous sommes certains que Unity la prendra en charge. Alors, pour créer une version en RV de notre jeu, nous avons seulement ajouté quelques plugins, c'est tout », explique Nick Timmer.

Steven Derks, Lead Programmer and Co-founder at Destruction Crew

« Unity a simplifié la conception de physiques réseau, ce qui est habituellement très complexe. La simplicité de l'implémentation de l'API réseau permet d'implémenter des physiques réseau. Ce point est crucial pour notre jeu mobile multijoueur. »

Steven Derks, Lead Programmer and Co-founder at Destruction Crew

Unity pour jeux mobiles : par où commencer ?

Suivez ce guide pratique qui contient des informations et des ressources qui vous permettront de progresser vers vos objectifs, de gagner du temps et de vous aider à gagner une valeur maximale lors du développement de jeux mobiles avec Unity.

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