Releases: scscgit/DemolitionX-Jam
Last quick fixes before the Ludum Dare 46 ends
We've placed 1365th in the overall category with 27 ratings, gaining dozens of testers along the way. The jam has ended, and so our main development phase begins! < https://ldjam.com/events/ludum-dare/46/demolitionx-jam >
Check out the current game state using deployed v0.3.2 at http://demolitionx.6f.sk
Quick fixes for Ludum Dare 46
This version has a major bug of not spawning barrels properly during their re-spawn, as the RPC command to despawn them is usually called too late, after they are already spawned.
Better synchronization, car part/wheel detaching, experimental Garage
Due to countless Secure WebSocket complications, solving main game issues was delayed towards the last days of Ludum Dare Jam 46, and in the end we have to use unsecure WS anyway if we want clients to connect from WebGL, as it only supports such communication from a non-HTTPS domain.
Also if you are interested in the Mirror multiplayer framework for Unity yourself, check out my issue number 1853 on their GitHub if you ever consider preventing some of its issues before they occur ;)
Release with multiplayer basics pretty much stable
Some important bugs on v0.2:
- Incorrect barrel collisions
- Running as Server without Client doesn't really handle collisions, making the game unstable
- First car lacks forward movement sounds
- Waiting for server after car selection doesn't display any (spectator) camera
- Car spawn events aren't being displayed
Alpha entry for Ludum Dare 46
Implemented the game loop with result screen via timer Also implemented rotating HoveringDetails towards current player. The Server cannot call Rpc on itself, it has to duplicate effort. There's also an issue with server being unable to reset score/hp.