Game
Codename Determination
4 years ago

June 3rd, 2020 – Devlog


Howdy! How is it going? It’s been a long time since the previous developer log. I have some amazing news! I have been doing some testing with the public server list and I managed to get it working properly! Before, it would refuse to register or send any kind of information about servers. This was due to the hosting provider giving the server list a randomly assigned port. I was confused and thought the port was what I needed to use. I was wrong. Turns out, it’s just the port the server listens from, but pinging the server by the default server port would send the information to the correct server port. Wow, I was dumb.

I also want to take the time to explain how administrating will be handled in CN:D since player-hosted servers will now become a thing. The host will given administration permissions and they’ll be responsible with moderating their own servers. The host will be given tools at their disposal to help with this. From seeing chat in different areas, to banning and kicking other players, to giving other players moderator permissions (like Admin, but the host will have to confirm to kick/ban someone), and so on. However, I will never allow 18+ only servers in the public server list. I can’t stop you from hosting it, but I will stop you from putting it onto the server list. Get that crap out of here, no one wants to see that.

Mirror Networking was a hassle to learn. It’s vastly different than Photon Unity Networking. The game would have to be mainly server-authoritative. In English, it means that the server would have to execute nearly every action and command for the game. In Photon, it didn’t matter if you were the host or not, you could send and sync any command. However, this can help protect the game from cheaters. On the bright side, Mirror has many tools available that Photon doesn’t that end up making development efficient and swift. Mirror Networking has [SyncVars] which allows variables to stay in-sync! This is really good to have since I no longer have to manually sync important variables. I would still have to tell the server to sync the variables, but at least it can take off a minor headache.

More languages will be implemented into the game! However, this does not mean that the game page and news posts will be translated to the new languages. In fact, I am now only writing these dev logs, announcements, news, etc. in English since it’s easier and I can just write then post without having to any extra time to translate it. The languages I will be listing will be available as a language of choice: English, Spanish, Portuguese, Portuguese (Brazillian), Italian, Russian, German, Polish, Dutch, Japanese, and finally Chinese (Simplified). Note, I will only be providing support in the Discord server for English, Spanish, and French. Other languages will have to send a comment on the Game Jolt page to get any help since I don’t want to clog the server with multiple languages. The Game Jolt page description will also not be translated to the new languages, as I believe this time should be used for translating the game currently.

I hope this developer log helps keep the hope of the game being completely out of development limbo in everyone. I am excited about this! I hope everyone is having a great day.

Remember, stay determined!



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