Photon PUN is an excellent system for Networking, and has helped us network countless Unity games very easily and quickly. But, there are a few quirks for how it operates that are definitely not intuitive at first. So, in our effort to democratise knowledge, we thought we would write a post sharing three top tips for PUN that will help you become a networking expert in no time!

Bear in mind, this article will be discussing some advanced Photon PUN concepts. If you’d rather start with an entry-level article, why not check out this one.

1. Manually Instantiate your Photon Views

This is a very cool…

The Game Dev Industry

Game Development is an industry that has a number of problems, and almost all of them boil down to a small handful of core causes. One such root cause is this: It’s fun to make games. While at larger organisations, stories about crunch come as directives or threats from management, as the leader of a smaller studio, we face a different problem: People want to throw themselves into their work. Today, I’m going to talk about that problem, and the mandatory care structures we put in place to solve it.

We’re a small team who all care a lot about…

Game design is an interesting space to be in. Many articles have been written about not waiting for inspiration, and instead opting for active ideation, but I still struggle with that from time to time. So, here’s something that I find often helps me unlock creativity when I want to kick off a project, but don’t quite have a flash of inspiration to start from. Nurture a mechanic.

Fair warning, this is probably a very programmer-centric mindset, but I’ve found it works for me. First, take a mechanic that you’ve really loved. This could be from another game, or even…

How do you take a moderately successful YouTube video, and turn it into a global brand? This is something that interests us greatly, and nothing exemplifies that better than one of our earlier projects — Jack the Super Prawn.

What is Jack the Super Prawn?

When the creator of Jack the Super Prawn met us, Jack was just a YouTube video and accompanying song. But, the creator had big ideas. Jack was a set of children’s characters that crossed media boundaries, helping educate future environmentalists about the beauty and wonder of our oceans, and how they needed protection.

So, we sat down with them in order…

Sorry — that title may have been a bit misleading. This isn’t a big discussion article about indie games in Australia. It’s a quiz! Here is a list of 7 recent indie games, and all you have to do is match the game to the State or Territory where it was developed!

I should mention going in that I had a really hard time finding any games from NT, so it won’t be represented here. Answers are at the bottom!

Hollow Knight, by Team Cherry

Networking is hard and time consuming. That’s been true for a long time, and still is. But, due to tools like Photon, it is easier than it has ever been to make a networked game. Having said that — Photon has pretty terrible documentation, so implementing networking can feel tough, even when it’s not. That’s where we come in. …

This article is adapted from a talk we gave last year.

One of the things that we love to do at No Moss Studios is explore. We’re always experimenting with new platforms, technologies and opportunities. We spoke recently about one of these, and today I want to talk about another — the arcade cabinet.

This was a slide in the original talk and
I love it so much.

So — yes. Arcades still exist. You might be picturing a dingy room with a bunch of machines, but today’s arcades have evolved slightly. As nostalgic adults are looking for interesting places to go to spend a night out, the modern arcade has started to blossom…

Continuing our trend of sharing knowledge for Production Unity systems, today we are going to talk about Environment Switching. For those of you who might be unfamiliar, the concept of environments is something incredibly useful when creating live-services games. We want to set up testing and development environments, so that different data and functions can run across different environments.

Why do we want this? Well, there are a number of reasons! What if:

  • We want a title to be able to send emails, but don’t want to spam people on the testing environments, so we want this disabled everywhere that…

A recipe for success

Last time, we discussed the basics of how to ensure that Unity WebGL can run in a production environment, and now it’s time to dive further into that topic. Today, we’ll be going step-by-step on how to set up continuous deployment for a Unity WebGL production build.

When I was younger, I used to visit my grandmother’s house, and she would always have deliciously efficient continuous deployment pipelines put out for all the children to enjoy. Now that I have a business of my own, I’ve started making continuous deployments for them to carry on the tradition. …

What proportion of the world do you think is online? It’s a strange question, because for those of us fortunate enough to live in a developed country, you might not realise that there are large parts of the world where access to the internet is a rarity. In Australia, we have an Internet Penetration rate of about 90%, but in places like South Sudan (9%), Niger (12%) and Papua New Guinea (12%), it’s a completely different story.

The reason for this is simple — it’s just too expensive. While the infrastructure is there for major cities, actually purchasing devices capable…

Reuben M

Game Developer @NoMossStudios / Host @MediaMDPodcast

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