





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hey all, just thought I'd share the results of what I've been working on in the past couple of days. First off, PVP is pretty much working, but I'm not satisfied with it yet, so I'm not ready to release it. In particular, you can damage and kill other players, kill counts are working, you spawn randomly throughout the city and cannot teleport to other players (even on your same team). There are two teams - Red and Blue - and you can switch between them at any time, but it kills you. You don't lose credits when dying to a human or by switching teams. What's not working about PVP yet is that you still share XP with nearby players on opposing teams, you can still see damage numbers for all players, and it doesn't feel very satisfying to kill players, on account of there not being a death animation or any sort of confetti. I also still need to do some work to get debuffs working - and I might need to change some, like Frozen and Stunned, which really would be too harsh in PVP. Damage scaling is also not in yet, so you'll die really fast at high level right now. These are all relatively easy to fix, but will take some time, and I'm not sure PVP will be a ton of fun until they're in. I tried to get Item Trading working, but I kind of ran into a wall on this. The problem is that the way I serialize player data to save the game or to send data over the network is no longer being supported, so while I can save an entire character no problem, I'm having trouble compressing the Item class so that it can be sent to another player. Actually, I got it working for *some* items, but not others, which is almost worse than not working at all. The end result of this is that I'm probably going to have to start using another serialization solution, which unfortunately is going to break everyone's saves. I know, this sucks, but another advantage of this is that I might be able to find a solution that might be fast enough to enable autosaving, which I think everyone would like. I also have been talking to my artist (the permanent one that made the GITSfish, not the temporary one that made the Scorporation) and he's going to start working on some weapon models! The current plan is to have one for each of the following: The Disc, Lasguns, Machine Guns, Sniper Rifles, and Shotguns. For the modular weapons, I'm planning on adding some particle effects to differentiate these weapons. I'm going to try to make the weapons only show up when you're firing them, but if the conjuring time is too long and the weapons feel like they take too long to fire, I might need to just have them visible at all times. Maybe that'd be better anyway. One of the challenges to this is that I'm also going to have to make the projectiles come out of your hands instead of your face, which could affect accuracy if I don't do it right. Another thing I'm planning on doing is showing only weapons in your left and right click - and in fact, restricting players to only being able to place weapons in the left and right click slots (but you could put other items there) - unless the players went into the options and selected the option to allow them to place any item in any slot. It'll be like Diablo 3's Elective Mode, and hopefully the effect will be that new players understand the system better, but experienced players will still have all the freedom they've come to expect. I'd love to hear your thoughts on this!
[ 6079 ]
[ 2063 ]
[ 4245 ]