The game is full of demo or sample codes such as:
PHP:
using System;
[DBStruct]
public struct TestMe
{
[DBObjectProperty(defaultValue = 0, toolTipText = "Just a test int")]
public int elephant;
[DBObjectProperty(isName = true, min = -50f, max = 50f, isASlider = true, defaultValue = 0f, toolTipText = "Test Slider")]
public float b;
[DBObjectProperty(defaultValue = "", toolTipText = "Just a test string")]
public string c;
[DBObjectProperty(toolTipText = "Just a test string")]
public TestMe2 d;
[DBObjectProperty(toolTipText = "Just a test value2")]
public TestMe2 e;
[DBObjectProperty(defaultValue = null, toolTipText = "Just a test value2")]
public TestMe2[] f;
}
PHP:
using System;
[DBStruct]
public struct TestMe3
{
[DBObjectProperty(defaultValue = 0, toolTipText = "Just a test int")]
public int ff;
[DBObjectProperty(defaultValue = 0f, toolTipText = "Just a test float")]
public float gg;
[DBObjectProperty(defaultValue = "", toolTipText = "Just a test string")]
public string hh;
}
PHP:
public class ExampleScript : MonoBehaviour
{
private string stringToDisplay = "Plugin Example\nPress A or B on your Xbox 360 controller\n";
[DllImport("DLLProject")]
private static extern int GetSomeNumber();
[DllImport("DLLProject")]
private static extern long HowMuchMemoryAmIUsing();
[DllImport("DLLProject")]
private static extern void DisplayMessageBox([MarshalAs(UnmanagedType.LPWStr)] string title, [MarshalAs(UnmanagedType.LPWStr)] string message);
[DllImport("DLLProject")]
private static extern IntPtr GetSomeText();
private void Start()
There is no point open-sourcing this game as it contains a collection of vendor examples used for the vendors to show or demonstrate their products.
The game itself, is not a game. It is a collection of demos from several vendors - such as Photon Cloud, NGUI (library that works with Unity).
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The graphics is immensely huge.
The menu - the artwork for the menu, consumes 10MB for just the menu itself.
The players - more than 80mb per player. The textures consume almost 50mb per player.
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The way how this game works, it is not a normal game where a person sits down, has many years of experience, is accomplished developer.
This game, is scripted using a visual scripting system. The whole game is scripted in such manner.
The closest equivalent is similar to Blocky, an open-source visual programming language:
https://code.google.com/p/blockly/
The game starts by loading PlayMaker, then initialise or provide seed values or startup values to the visual scripting language.
The game codes provides the seed values or startup values. There is nothing there. Just that.
After it loads, it attempts to save the game. As it is a visual language, there is loss of control, or loss of quality.
For example, you can code a game, you can precisely tell it what to do, what to do next, what the game logic should be.
In visual scripting language, you lose such controls and have to spend lots and lots of time making logic using visual scripting.
Variables are usually private. Variables are things like score values (1, 2, 3...) or names of the players.
As the variables are global (available to all the graphical codes inside the visual scripting language), there could be confusion, opponent's team become the player's team, resets or things not initially intended could happen.
Even if you make the sources open-source. There is none. It would be great embarrassment to see all the stupid things that were made.
Thus, all the errors you see - the batsman doing endless rounds, the player going through each other, - are limitations of the visual scripting language, not the limitation of the game engine.
There is lot of unused codes:
- a chat manager - presumably so you can type & chat to other people using your keyboard,
- multi-player option - something like a cricket MMORPG game, but it is so poorly done I do not think anyone wants to play this MMORPG game
- demos and example codes compiled into the game. Presumably they were using the demos and example codes, then extended them for their own usages.