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https://youtu.be/fuSjKi9bd3o
Example of multiplayer lobby in Rivalry. You get to see each player's mouse cursor. This is only available in the closed beta if you know the secret handshake. :)
This weekend I added a simple online lobby where players cursors show up on other people's screens over network. This cursor concept is how I am going to base all online user interactions. This will also work during the multiplayer fights as the whole game is driven by the mouse.
I have also changed how damage is calculated and the balance of weapons. I am hoping that the weapons are still balanced and that the game is still fun.
This is where you come in, if you want to help test the closed beta, just ask me for the secret handshake :)
Before the axe and sledgehammer would do barely any damage, even when they were slammed down onto someone. But now weapon damage is raised to a power meaning that the axe and sledgehammer when lightly tapped against someone's arm will do nearly nothing, but when whacked against an arm it could easily tear it off. There are a few minor glitches that need to be sorted but so far I am preferring this method a lot more than the last method.
The last major thing I have added is the morning star! I would describe it as a lighter axe that has the power to latch onto weapons and players. This has inspired me to add a whole "stickiness" mechanic. Which enables players to be able to drag the opposing player towards them or to stop a weapon from easily moving. However if enough force is exerted onto the morning star the weapon or limb will detach from it.
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