Post

online progress

Finished some things

  • items are now more efficiently packed when sending from host to clients
  • previously the online supported a max of around 12 items or something. The new version should be able to beat that by a reasonable amount in 1 packet. And in extreme cases, e.g. someone with a ton of blastZones dies, the gamestate can now be split/sent as 2 packets (to stay below the maximum allowed packet size and handle even more items). That shouldn’t be used much, but I missed the occasional super chaotic moments that the couch version could have and want to see if we can reach that for online.
  • also implemented the client receiving/reconstituting the split packets
  • the client handles the data coming from the host in a better way than before
  • dynamite/bomb are theoretically good between client/host. (Need to fill in a couple more things before can actually test them for real)
  • fixes for steam/playfab and a bit of azure stuff

Other changes

  • limited gameplay to a max of 4 characters. Generally I’ve found the game gets too chaotic with more than 4 characters. And this allows me to simplify tuts/online/colors and to avoid the confusion of where the game actually supported more than 4 players (not all systems/gamepads and I got a couple complaints)
  • some tweaks to the tut

Next up:

  • implement cannon (very close)
  • implement thrown sword (maybe 50% done)
  • implement character (I’ve collapsed all the couch/host/client character behavior down into just one class and that has worked quite nicely. I’m initially going to try a very naive approach for replicating it across the network. I’m interested in seeing how well it works… theres a chance that it might be surprisingly ok)
  • finish off the corrections simulation (I think the difficult part of this is done already but theres some connective stuff that needs to be completed)