3 ms·
* the projectiles moving slowly because the position are computed in the server and send the position to the client, I try to not overload the connection. I nee
by juanpabloaj 10y ago
* the projectiles moving slowly because the position are computed in the server and send the position to the client, I try to not overload the connection. I need change this, compute the position in the client.
* you jump back to the start position because the game don't have a counter of life, is my first idea for a representation of death.
The real answer is because is a pre alpha version, currently aren't defined final rules.
- ezekg 10y agoYou should check out http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ http://gafferongames.com/networking-for-game-programmers/wha... for better ways of handling that first issue.
- juanpabloaj 10y agothanks, I check this.
- Hydraulix989 10y agoI don't think colliding with another player should even trigger death in the first place though. That's just not a fun game mechanic. I suggest reading Fullerton's "Game Design Workshop" to help fill in those knowledge gaps.
- juanpabloaj 10y agoIn the game you not die when collide with other player, you die when you collide with a bullet. thanks for the book recommendation.
- Hydraulix989 10y agoHm, it seemed to me like I was dying all of the time whenever I walked into somebody else. Possible bug? Maybe it should be more clear that you got "hit" and so you died instead of just insta-teleporting you somewhere else.
- juanpabloaj 10y agoyou not die when collide with other ship (sphere), maybe when you walked into somebody else, this person exit the game then his ship convert to a rock and you collide with the rock, because when you collide when a rock you are teleporting to other position.
- juanpabloaj 10y agoI updated the moving slowly of the bullets, the position are calculated in the client and the server in parallel.