During this week I did some more work on Network play. I did some small touches on the Networking UI by resizing some button's box colliders, but mainly got some work done on the Networking Protocol.
Now information like movement points, whose turn it is, who is allowed to move which player, who can select which player's limbs and who has the power to skip a turn can now all be sent from client to host or host to client. However currently player movement can only be sent from host to client.
Getting this to work both ways will be the next big step in Networking. I have decided to have all calculations, physics and dragging to be done on the host machine. At the moment the host is the machine that started the game.
This will mean that I will have to send data like the mouse scroll wheel input and dragging information across to the host machine. The benefit from doing this is so in the future I can get player turns happening simultaneously.
I also managed to get some work done on Weapon (and limb) Pushing. Now when weapons collide with an opponent, the opponent's weapon or limb will be pushed. This works recursively, meaning if you hit the opponent's hand, then only his hand and weapon will move but if you hit the opponent's upper arm, the upper arm, lower arm, hand and weapon will move.
This also means if you slam a sledgehammer into the torso of the opponent all his limbs will impact and crumple. I am still playing around with how limbs should be pushed and will also be working on making the effectiveness of the push be based on the impacting weapon's mass. For example pushing someone's arm with a knife should be harder to achieve than pushing it with a sledgehammer.
It is still experimental so if you would like to test it yourself and give feedback the feature is available on the open Beta.
Rivalry is a hotseat game where two players take turns moving their rag-doll character’s limbs and weapons using the mouse until one is victorious. While the beginning stages of each game captures the strategic essence of swordplay, as damage and limbs are taken, the endgame turns rather Pythonesque.
Imagine a game that's a turn based strategy game, mixed with a side scrolling fighter and then add some rag-dolls and you've got Rivalry.
As the result of a successful Kickstarter for the marketing on his game at PAX , 14 year old Kew McParlane is presenting 'Rivalry', playable wireframe of his turn based two player sword fighting game of deep strategy and hilarious fun.