Abstract

MOBA (Multiplayer Online Battle Arena) games are currently one of the most popular online video game genres. This paper discusses implementation of a typical MOBA game prototype for Windows platform in a popular game engine Unity 5. The focus is put on using the built-in Unity components in a MOBA setting, developing additional behaviours using Unity's Scripting API for C# and integrating third party components such as the networking engine, 3D models, and particle systems created for use with Unity and available through the Unity Asset Store. A brief overview of useful programming design patterns as well as design patterns already used in Unity is given. Various game state synchronization mechanisms available in the chosen networking engine, Photon Unity Networking, and their usage when synchronizing different types of game information over multiple clients are also discussed. The implemented game retains most of the main features of the modern MOBA games such as heroes with different play styles, skills, team versus team competition, resource collection and consumption, varied maps and defensive structures. The paper concludes with comments on Unity 5 as a MOBA game development environment and execution engine.

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