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Finally after many months of work you can play a game of Rivalry with someone else over a network! If you wish to test it out the feature is currently available on the Rivalry beta. The networking protocol is still very inefficient and there are many features still missing but you can now at last fight and complete a game
This week I finally enabled multiple limbs to be selected and dragged at the same time in networking. I then changed the network protocol so clients can send mouse clicks and dragging information to the host, allowing the selected limb to move towards the client's mouse location. This process means clients can finally move limbs and respond to a host's movement. So it is now possible to have a complete fight.
Another feature which is now functional is having multiple people’s cursors controlling the limbs of the same player at once. So far I have played a 2 vs 2 game which was functional but did suffer from slow response speeds. Currently the largest match you can have is a 4 vs 4, and although it should work in theory, I still have not yet tested it and am not sure how fast the response times will be with the added players and network traffic. I still welcome people to try it and see how they do.
https://youtu.be/2GsJDiS3W4k
However, there are still many network features that need to be completed. Currently, blood information from the host is not being sent to the client. Meaning the host can see the blood (because the host runs the game physics), but the client can not.
(Host side)
The client can still see limbs being torn off or made floppy but that is about all the damage feedback they get.
(Client side)
This early version of networking is also quite slow because of the format I am using to send information. I am planning to change it to a much simpler Binary format which will hopefully speed up response times. There are also various features like replay and rematches that don't yet work not to mention many bugs that still need to be fixed.
During this week I also got to work further on weapon pushing. I experimented with how impacts should travel through the player's body using dividing factors that recursively travel through all limbs. This created some.. weird.. effects.
For example the ability to flick and rotate players into the air (which I am still contemplating how I could possibly use this.)
https://www.youtube.com/watch?v=6luGsXSEKl8
I was wondering if this should be a possible physics option when if I add customisable games, or if this effect could be exclusively for heavy weapons.
I am also wondering if weapon impacting should be used exclusively by heavy weapons like the sledgehammer and battleaxe. It would be incredibly helpful to get If your thoughts on these ideas, so if you have any you can post them in the comments below.
Currently I have disabled weapon pushing as there are too many bugs that need to fixed
Next week I will be working on getting networking features like blood and game over options like replay and rematching working as well as fixing bugs and edge-cases throughout networking.
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