Last weekend, we took a stab at creating an online multiplayer shooter for the Ludum Dare game jam. Since the original release had a lot of technical problems, we’ve created a post-jam release that improves on the following:
Explosions and sparks will not sync their positional data to the server more than once.
Increasing how often the player and bullet syncs their data.
Made the opposing player’s animations to be much more reactive.
Changed the health meter graphics.
Vastly increased the range of the radar.
Player avatar now appears as arrows in the radar.
Added a laser to indicate the path the bullet will follow.
Prevented disabling more than one directional key
Shields (called “Reflect”) can now be disabled. The programmer actually forgot to enable this button, and was meant to always be hackable.
Made the player avatars and their colliders much larger.
Hopefully these simple changes will improve the playability of the game.
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