I'm a Brazilian guy which seeks unravel the misteries of writing games. I ask you kindly to forgive my typing and grammar mistakes, as english is not my mother tongue.

Report RSS DevLog5 - Void Strike and Multiplayer

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Week 2:

Well, now everyone know the name of the project, my goals, and my inspirations, so i lemme show a bit more of how the development of VS is going...

Multiplayer:

One feature i liked the most in Void Hunters(If you missed, this is the name of one of the three games that serves as an inspiration for VS) is the ability to play online. Don't get me wrong, this genre of game is a lot of fun to play in history mode(i forgot the another name, but that one with stages you have to clear/reach a certain point to finish it, some stages have bosses, some stages have challenges and so... You know what i'm talking about) but, dude, playing this online was addicting, there's no such thing as making a ship that can overkill the stage, neither an attack pattern you have to learn... You were dealing with another players, and that were amazing, fun(and sometimes annoying) and a true challenge. That's what i want to portrait in VS, this multiplayer experience, this feeling of carefully engineering your own ship, trying genious tatics, trying derp tatics, don't even trying tatics at all, just going with the flow, while also making friends all along and so(This doesn't mean i won't be planning a singleplayer mode, as i've said before, this mode is also fun, so i'm in for it :) ), I've thought many and many ways of implementing the multiplayer, but as VS is yet a little children in this world, i'm not aiming too high... I've set allowing a deathmatch FFA(free for all) game mode as my goal for now, and i want you to know, i'm not going to stop there, this is just the start, and i'm using it to learn what more i can create.

The screenshots i've posted here before was my tests in a singleplayer mode(which by now is another code, as i've re-wrote this whole thing from scratch yeah, i'm crazy/dumb hehe)

but now i'm here to show you... Void Strike multiplayer:

ezgif com video to gif 6 2

It's so buggy that it's funny lmao

That was a pain in the a** to make it work... Every single aspect of the game got heavily changed to allow the transmission over sockets... And the socket library i've used(Socket.io) was so f****** easy that i didn't know how to work with in the begin

If some of you have used it before, you should've noticed that whole event/emit thing, right? Well i struggled with it cuz i was used to make a never-ending loop, and then coding the events by hand(Guess i'm getting old/outdated :| ), and i'm not the best programmer(actually, i'm the best programmer i know... but the only one i know also oof) i keep getting stuck with these simple things... But in the end, everything is almost working. I'm happy haha


As you could've noticed, i'm excited asf with it, and i'm so f****** happy to share it that i don't even know if this devlog is understandable at all hahah

I swear i'm not drunk

But well, for today, that's it, see ya beyond the stars o/


I SEWAR I'M NOT DRUNK


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