Competition 2006 (DTM's Worklog)
Unholy War
It's Unholy War this time.
Choose game screen:
Options menu:
Please note this is not indicative of the finished masterpiece.
As for in game screen shots, they will have to wait! I've sort of finished the networking system, now I have to code the game logic and stuff. Although I haven't tested it across the internet, but since it's using ENet it ought to work. Unless the master server system screws up.
The master server is a PHP script the game accesses. This is quite slow (say 10 seconds) to download a list of games. But I am hoping that's just my internet connection. Also I don't know how the script would cope with a large load, but that's unlikely to happen so it's a moot point.
After downloading the peer list (which your own IP is added too) the game attempts connections to all of them. With a lot of inactive IPs in the list all these connections being attempted might adversly effect the receiving of replies.
Also as it's peer to peer (your instance simulating your objects) it's very open to hacking. But it's unlikely that will happen as nobody will be playing it apart from me. I think all games I make because I like them, Run Rabbit for instance I regularily exercise my mind with.
The game is inspired by Quake 3. But will be 2D. There may even be a rabbit or two if I can find time.
EDIT: Another screenshot
That's about the current state in game. I just implemented collisions and jumping.
The important thing is it's two peers connected! Yay. One character seems to be facing the wrong direction.
Choose game screen:
Options menu:
Please note this is not indicative of the finished masterpiece.
As for in game screen shots, they will have to wait! I've sort of finished the networking system, now I have to code the game logic and stuff. Although I haven't tested it across the internet, but since it's using ENet it ought to work. Unless the master server system screws up.
The master server is a PHP script the game accesses. This is quite slow (say 10 seconds) to download a list of games. But I am hoping that's just my internet connection. Also I don't know how the script would cope with a large load, but that's unlikely to happen so it's a moot point.
After downloading the peer list (which your own IP is added too) the game attempts connections to all of them. With a lot of inactive IPs in the list all these connections being attempted might adversly effect the receiving of replies.
Also as it's peer to peer (your instance simulating your objects) it's very open to hacking. But it's unlikely that will happen as nobody will be playing it apart from me. I think all games I make because I like them, Run Rabbit for instance I regularily exercise my mind with.
The game is inspired by Quake 3. But will be 2D. There may even be a rabbit or two if I can find time.
EDIT: Another screenshot
That's about the current state in game. I just implemented collisions and jumping.
The important thing is it's two peers connected! Yay. One character seems to be facing the wrong direction.
(Posted on November, 19th 2006, 16:31)
Comments
Rincewind said:
That's looking good! I can't wait to fight all other Boolean Soup'ers in a massive deathmatch game.
(Posted on November, 19th 2006, 18:04)
Frimkron said:
I think you mean "I can't wait to lose against Frimkron in a massive deathmatch game"
(Posted on November, 19th 2006, 18:33)
Caspah said:
sweet! how long did it take you to get the networking going? I think ive spent the most time on that for my game =/ tried it with more than 2 yet?
(Posted on November, 20th 2006, 10:54)