Well, FINALLY I got to write this. At last. Whew. Sorry for the delay, tons of things seem to happen now.
WELL. First point. I am working on Tunnelers multi-player, but it;s been DAMN harder that I thought. All those little complications that just show up and then hit you in the face. Sometimes I spend a week in debugging.
To make it clearer what I’m doing, I’m gonna write it all here.
So, second point. I wanted to the ship the first multi-player release with CTF. Why?
- It’s the best mode.
- It’s awesome.
- It would be boring to just run around a simple map with a tank with nothing to do.
But, this also created some major complications, listing
- The game needed a game manager, that would sync the scores of the team and the players between the server and the client.
- The game also needed actual flags that work with the network system fluently.
And, that’s all. It doesn’t look like much, but imagine you have to write down EVERY DAMN game event as a method in the server script, together with how it changes the scores, etc., and the write down all of the game events as methods AGAIN in the client script, AND THEN make the execute of the client method from the server method with an RPC call, and make sure every parameter can be RPC-ed, and if not, convert it to something that can be, and then convert it back in the client script.
Ugh. (breathes heavily, calms down a bit). Well, that’s over, and let’s go to something more positive.
Third point. The WORLD. Ya, the world. Actually it’s quite a small world with some cubes and stuff. Here it is:
Say, “Hello, World”. Well, it’s not called “World”, but “test_scene”. Okay, it’s not called that, but it will. right now it’s called “c_sharp_network_test”. I didn’t have time to rename it. But I will.
Continue reading How it looks like now