S’mores and Servers
Diving Into Unity and Blockbench
So we jumped headfirst into the world of Unity and Blockbench and wow, there was a lot to learn. We watched countless YouTube tutorials, skimmed through books, and dug deep into Reddit threads looking for any tip that could save us time….
As we got more comfortable with Blockbench, we started creating our first characters. Our very first model was a little marshmallow guy, and honestly, we were way too proud of him. Naturally, we had to complete the s’mores trio so we made a chocolate bar (Choco Bro) and a graham cracker (Graham Slam) too.
These might end up as NPCs in the final game, but for now they’re a fun reminder of how much we’re learning. We even let our viewers vote on their favorite, which made the whole process even more exciting. We can’t wait to experiment more with character styles, assets, and all the little details that will bring the world to life.
Stepping Into Multiplayer Chaos
Turns out multiplayer is nothing like single-player.
A single-player game runs on one device.
A multiplayer game? It runs across multiple servers, syncing every player, every movement, every action across the entire network.
The more players you support, the more servers you need… and the more it costs. This is the world of client–server architecture, and diving into networking code has been one of the hardest parts so far. Confusing? Yes. Frustrating? Definitely. Absolutely necessary? 100%.
And So… Even More Decisions
Learning all of this opened up a new set of questions we now have to figure out:
How many players do we want in a match?
How many servers will that require?
What will that cost us long-term?
And how do we design our game so it scales well?
Every answer leads to another question, but that’s kind of the fun of it. We’re learning, we’re building, and we’re slowly turning an idea from a road trip into something real.