Yeah, maybe you’ve liked the idea and awaited this time long ago, or you don’t know what I’m talking about. In second case, check this post out ![]()
The system is almost complete, I said almost, but I’m not going to develop it further right now, as I can make Hide and Seek with current features. It should be complete in a couple days, so stay tuned for a release!
I have enjoyed some time off as I came to Ankara, and I’m refreshed and ready to do some more stuff. I’ve started with integrating audio into the scripting. Now you can play 3D positional audio from the script. Another essential feature for the multiplayer was chatting, that is also implemented, it isn’t mature for now, but I will develop it further in the future.
Now I should be quickly implementing raycasts and then I will develop the first mod I’ve announced, and the one that started it all : Hide and Seek!
Today, I’ve added one of the most important features, requesting and setting a unique NetworkID for assets. If you know the NetworkID of the particular asset, you can get the asset with the id with one line of code. This is done by NetworkIDObject from Raknet. There are also some script improvements. With these newest features, it is possible to create multiplayer games, in fact, I’ve coded a small test and made a video, it’s just a data sending and synching test. But as I said on my last post, there are still some missing features to be coded. Hopefully, I will make them in no time and focus on making the real stuff ![]()
Today, I’ve worked on some improvements on the code and tidied things up.
Now, the client doesn’t even have to actually have the script because it’s sent from the server everytime the client connects, or server restarts. This will enable to do quick changes on the script when coding multiplayer mods and I’m relieved that it’s over. After that addition, the code I’ve tidied up got a bit messy
Then, I’ve fixed a bug in the shooter mod. It just kept me confused that the player’s circle isn’t deleted after he dies, because I didn’t aim that to be honest, although that made dying a bit more fun
So, I’ve added that one line code to enable garbage collecting. Nothing big, but another bug fixed.
Now I will add sound support, timestamping and other stuff like chat(maybe even voice!) and raycasts(for line-of-sight checks).
I think we will play the multiplayer beta in 2 days, shooting at each other like crazy ![]()
Tell your friends about the game, I want to try a big server with 64 players in it!
As I’ve said before, I’ve been working on integrating RakNet to the script and after some hard work the most essential things are done! Now you can connect to other systems and send any data through script, you can find the example code in the link below. There is still some work needs to be done though. When a player connects, the server should send all map and player data to the new connected player. This can be done through scripts as well, as the script has access to all assets it needs, an AssetQuery with no filters returns all the asset data. The server should also send all script data to the player, which is essential, because you can never trust the clients(especially when it’s something they can edit with a text editor
), as someone(if I remember correctly, John Carmack) said : The server is the MAN.
Here is a little example how it works : http://pastebin.com/4LmK11ZT
That’s it for this time, but the multiplayer is soon over and I still need beta testers urgently, forgot to mention in earlier posts but I will give you credits in the game as well. I need about 20 beta testers, so if you are interested and would like to help developing fun mods we all will play, shoot me an email at onattoglu@gmail. Thank you!
Allright, I’ve done my plans and designs again, and I’m beginning to code Raknet integration into the script.
Now, I can announce the first mod that will come to multiplayer.
It is a hide and seek game! There aren’t that many games out there that promote stealth in multiplayer mod, but I think it is very satisfiying to cun other players in clever ways. This mod will be aimed at delivering such an experience.
The game is played from top-down-view. There are up to 4 teams, and a game is 4 rounds. Every round, one team’s players become the sentries and the other teams’ are escaping from the sentries.
The sentries try to catch escaping players by shooting them. Escaping teams need to put an object between them and the sentries to avoid being seen. Then, after a while has passed, the escapers try to exit from the map by discovering and going through portals. At the end of 4 rounds, the team with most catches as sentries win. There is also a bonus if you catch a whole team. There can and should be many additions to that gameplay.
What do you think? Do you think it would be fun? Any suggestions? I’m expecting your comments!
The second demonstrational mod, which is a basic platformer is out! This also includes several bugfixes. Download it from here!
The game with it’s first mod is out! You can download it here. Yes, the game is called “Un Poco Loco!” Hope you like it. This is just a mere demonstration of what the game’s scripting system is capable of. You can also look up to the code, maybe add something yourselves, I have commmented it out
Next, I will do a platformer mod.
Please let me know what you do think about the game! Hope you enjoy!
Edit: I forgot to set the text of the link sorry!
Okay, it’s all set and I’m beginning with the shooter game right about now. Let’s see when I will finish that.
At last, we’re there!
Today, I’ve coded the last remaining features to make the 3 games I mentioned earlier in the post. What I’ve added to scripting today are:
- Random number generation
- Camera controls
- AABB query support
- Ability to change gravity
- Collision filtering
I’m really proud of my work, it’s been a hard month but in the end, it’s pretty much worth all the efforts. Also, this has been my cleanest and best code ever! ![]()
Now it’s time to demonstrate the very capabilities of this scripting system!
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