1 day ago

0.22.0 - Ticket Town Development Update


๐Ÿ“ฃ Ticket Town Development Update ๐Ÿ“ฃ

๐Ÿ†• Our First Dedicated Server Is Live

Today marked one of the biggest technical milestones in Ticket Town's development so far.

After a full day of development and testing, we've successfully completed our first end-to-end dedicated server implementation.

For the first time, players can now connect directly to a standalone game server, spawn into the world, and play without relying on a player-hosted session.

Even better, the existing Lobby + Relay system continues to work alongside it, giving us two fully functional multiplayer paths while we continue building the long-term backend architecture.

Today's work focused heavily on strengthening the foundations of the game.

Highlights include:

โœ”๏ธ First working dedicated multiplayer server
โœ”๏ธ Direct client-to-server connections
โœ”๏ธ Dedicated server world loading and gameplay validation
โœ”๏ธ Runtime server configuration for simplified testing
โœ”๏ธ Existing Lobby + Relay networking preserved and fully functional

One particularly satisfying test came when we launched a client before starting the server.

Rather than failing outright, the client simply waited until the dedicated server became available before connecting automaticallyโ€”a great sign that the networking architecture is becoming much more resilient.

There are still a few issues to iron out before this milestone is complete, but the core architecture is now in place and working.

It's been a long development session, but today represents another important step towards building a scalable multiplayer game capable of supporting much larger public playtests in the future.

Tomorrow's focus will be on polishing the experience before moving on to the next phase of backend development.

Back again tomorrow for another back-breaking coding session! Goodnight my fellow kababayans!

โ€” Lana
#TicketTown #GameDevelopment #Unity #DOTS #Netcode #DedicatedServers #IndieDev



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