





🌟 Special thanks to our amazing supporters:
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🌈 $5 Tier: [Benedikt][David Martínez Martí]
Sorry for not posting an update in 2 weeks. On the first week I had to work solely on assessments and on the second I had a fever. But this week I was free to work on Rivalry!
I worked further on the Networking by implementing rules on what limb a cursor is allowed to select and when that cursor is allowed to skip their turn. Previously a cursor controlling one player could highlight and drag (if they were the host) the other player. They could also skip their opponents turn for them. Now there are rules set in place that stop different players from controlling their opponents player and skipping their turn. I also managed to add some of the framework needed for client to host player movement. Next week I will start working on the actual implementation of this feature and may even finish it.
This week I also fixed various bugs that have been recently plaguing Rivalry. There was an issue with weapon pushing where if a player is dragging their weapon and it get impacted by the opponents weapon, It would save the dragging weapons relaxed constraints. This means when the player's weapon stops being impacted then it would revert back to a state with relaxed constraints making it forever floppy until dragged again. I fixed this by having it so a weapon can not be impacted when already being dragged. This fixes the problem and still allows the weapon to be “impacted” by the opponents weapon because of its relaxed dragging constraints.
Some people had noticed how rarely when a weapon strikes a limb the blood gush would come out at in an inverted angle. This creates a strange effect as the blood travels through the other side of the head.
I still do not completely know what is causing this bug, but I have implemented a temporary fix that greatly minimises the chance of it happening. Please notify me if it ever happens to you while you are using the beta.
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