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🌈 $5 Tier: [Benedikt][David Martínez Martí]
Over the past week my time has been primarily taken up by working on assignments and homework. However I did get some time during the weekend to work on the Network Protocol for Network play and some work on fixing bugs in Weapon Pushing. Last week I managed to get highlight information from the client to be sent to the host and then displayed. However this would mean that only the host would be able to see other players mouse highlights. Now whenever the host receives highlighting information from a client machine, the host will integrate the client's highlight information (as well as the hosts highlight information) into the game information frame to then be sent to all the clients and displayed. This means all players will be able to see everyone else's selections which will hopefully increase teamwork between players controlling the same player. I have also added in the ability for clients to skip their turn by sending a skip turn command from the client to the host machine which will switch whose turn it is. Next week I will work on movement and dragging information to be sent from the client to the host. I have found a bug in weapons that allowed people to forcibly push their opponent’s weapons out of their hands and into a strange glitchy state. I assumed it was being caused by weapon pushing but found It was actually being caused by a material I was applying to the weapons that made them much more “bouncy”. I have now removed this “bounciness” which has stopped the glitch but changed the way all the weapons react to collisions with one another. This means I will have to rebalance all the weapon pushing fields that control weapon pushing. I am currently seeing an issue on the live server (which is somehow behaving differently to my local server) where transmission seems to be broken down.
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