Well, after much hard work and many many late nights, I have finished getting the multiplayer to a semi stable state and I can now bring both game modes back into a single release. So, with out farther delay, go grab the latest release, version 0.2.3! So, what’s in this release you might be asking. Well, it depends on if …
State of the Game #17 : New Multiplayer Build
Hey, this week I have been hard at work fixing all the major bugs in the multiplayer test build. You can grab a copy from here and start playing it now. I still have a few bugs that are apperent in the multiplayer, namely a bug that doesn’t let the health sync when a new client joins. That is not …
State of the Game #16 : Multiplayer Testing
What a week. It can be said, one does not simply ‘Add multiplayer’ to a game. I am very happy I started working on the networking now as opposed to later though. The amount of ‘single-player-only’ code I had already written is quite staggering. Lucky for me, Unity does take a lot of the pain away from networking (once you …
State of the Game #15 : More Networking
This week I am neck deep in creating networking systems. I am making fairly good progress, even if it is a bit slower than I had hoped for. Here is what I have done so far: There is a working dedicated server. Right now it has a display window for selecting level and starting the game, but this will go …
No Animation Theory Today
No animation series today, sorry. I am busy with networking code. Will get back to the series next week.
State of the Game #14 : Networking and Multiplayer
This week starts the official development of the multiplayer systems. I have actually been spending a great deal of time researching different networking setups to determine what would be best for handling the gameplay we have now vs. the full gameplay that we are planning for. That research has lead me to this decision. All the multiplayer will be handled …