We’ve already done a whole lot of work on the multiplayer component, and it’s already a functional feature. We’re able to connect different players to the server, and they’re able to see the work everyone is doing on different islands. There is still a lot of work to do on the client side in regards to syncing everything together, but it’s coming together very nicely.
I wanted to show you an example of how server administration looks at this point. We’ll be adding in more configuration options over time, so users will be able to customize their game to work how they want it to work.
Save & Load – Gameplay
We’re slowly carrying out an overhaul of our save and load system, for a few different reasons. But, one of the major reasons is because eventually (meaning in a couple weeks) we’ll need a system that will let us load up different gameplay modes for each map.
This will let us set up a map that will support both the creative mode and the survival mode. Obviously, these modes wouldn’t have all the same objects or settings. Some objects will be in one mode, but not in the other. So, we’ve been setting up the load system to gather the correct objects, depending on what game mode you’re launching.
Once all of this is set up, it will be much easier for a player that’s built a map to set their map up for different gameplay modes.
Crystal & generic component
We’re also working on refactoring the crystal. The big goal here is to create a generic component that will be used for all the dynamic objects in the game, past and future. So far, everything with this has been a complete success, and that’s fantastic news for us. In the future, it will be much, much easier to create and debug different behaviors on all our dynamic objects.
With how things are set up right now, each object has it’s own system. That means each time we have a new build with bugs, we have to check all the different objects to make sure the bug isn’t there. From now on, if one object breaks, well, every object will break. But, they’ll all be broken in the same place, in the same way, which will make fixing it much easier and much faster.
With the generic component comes the possibility to add a life meter to the crystal, making it vulnerable to Corruptrons. This is a major component of the Survival gameplay, since now you really need to build a fortress and protect your crystal’s life and you lose when it’s destroyed. We’ve also added in a little script that will give some visual feedback each time the crystal is hit.
In this video, you can see the results of this refactoring. Note that the explosion at the end wasn’t really designed, it was more for testing the new system with generic components. There will be a boom, just not that particular boom.
We’ve done some more work on the catapult. The catapult operation is now much easier to use, and reloading the catapult is easier as well.
We’ve also added a minimum and maximum range to it. So, it’s no longer possible to throw a barrel all the way across the map or right at the catapult’s base.
Bug of the week – Bro, do you even lift?!
We ran into a particularly beefy bricktron while we were doing some multiplayer testing. We might need to fine-tune this just a little bit…
Soundtrack of the week
Hey guys! Box here again, with something super new and am– Ah who am I kidding, I’ve got nothin. Nothing new at least. So, I’ve got some more Anamanaguchi for you this week, namely their work on the soundtrack for Scott Pilgrim vs. The World the game. It’s good stuff. All that being said, I’m scraping the barrel. So, guys, give me some ideas! Post in the comments below, and I’ll put together a list of stuff for you guys to listen to over the next few weeks! Until then, enjoy the chiptunes!
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