Networking Update 3.7


Fixes:

  • Bullets now despawn
  • Fixed Max Air Velocity Bug
  • Made bullets network objects so they are now spawned on both the host and the client screen, although they are not entirely synced since they aren't currently set to be predicted by the client.

Changes:

  • Added reloading, plus a magazine physics object that will spawn when reloading
  • reloading time is set to 1.67 seconds I think it feels nice.
  • It now takes 5 bullets to kill a player.
  • I've put the framework in place to show player names, I just haven't network synced them yet.

Game Breaking Bugs:

  • No respawning yet so when you die you die sorry bub.

Bugs:

  • Only the client's gun rotation is synces across both players but the host's gun rotation isn't synced on the client.
  • The bullets get spawned in by the network but since they don't have client prediction the client can only see the bullets themselves every once in a while and it's weird.
  • There's no host migration yet so when the host leaves everything freezes.
  • The leave game button leaves I think but for some reason you can't join or host a game again without reloading the page.
  • Player names aren't synced yet so everyone will just have the name you put into the input field.

Pending:

  • Fix Gun rotation not syncing for host player
  • Host migration  --  Not a priority
  • Fix leave game button actually leaving the game  --  Not a priority
  • Add in some neat camera fx
  • Network sync player names
  • Network sync the players' sprite changes (when you die you turn red)
  • Add health system  --  Added
  • Add in respawn points
  • Add in respawning

Files

CappingCapsulesNW.zip Play in browser
Sep 06, 2022

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