4 ms·
I was a contributor to the old Playstation 1 title, 3D RTS game Warzone 2100, now FOSS. I was well on the way to implement a "Drive Mode" when I came across se
by aliswe 5y ago
I was a contributor to the old Playstation 1 title, 3D RTS game Warzone 2100, now FOSS.
I was well on the way to implement a "Drive Mode" when I came across several hurdles relating to the net code.
First I was on the path of implementing a pure FPS like game mode where any unit could be controlled, be it tanks, cyborgs, turrets, towers, bunkers, artillery, airplanes, boats, even walls! (Although they obviously couldnt move)
The first prototypes were awesome, really inspiring and the community gave lots of brainstorming.
We would be making battle royales, one on ones, elite single missions,
awesome multiplayer coops, you name it.
Then, I found out that the netcode only allows for move orders, go forward, turn left, speed 100, etc. Seemed manageable. So far so good.
But wait. What about aircraft? Ouch, thats important though. Now they just move with WSAD, and you just stop midair.
After that, I found out we couldnt simply click somewhere to shoot. Netcode only allowed to fire with intent to hit a specific unit. Hmmm ... Ok .. so turret cant rotate except when attacking.
And, dont click to shoot, but "click to attack".
I was initially really enthusiastic over reinstating this awesome game mode, but these restrictions totally killed it unfortunately.
I guess the bottom line is that yes robust deterministic netcode is good and all, but it kinda locks in your game to what it currently is designed to do and fundamental changes to that will sometimes be overwhelmingly difficult if not impossible.
PR on Github: https://github.com/Warzone2100/warzone2100/pull/829 https://github.com/Warzone2100/warzone2100/pull/829
My initial prototype, no relation to the netcode, point to shoot, camera follows turret: https://youtu.be/itsd29NebGE https://youtu.be/itsd29NebGE
My second prototype, no camera following aim, click to attack (iirc): https://youtu.be/ODBmOakkqWk https://youtu.be/ODBmOakkqWk
- golergka 5y agoIt's not only about "whats is currently designed". If you choose lockstep, then after you get the player's input, you have to wait at least a couple of roundtrips before she's going to get a reaction, which is easily in 100-200ms. For RTS it's OK, but I don't think you could make a convincing action game with this limitation.