Well… the spacing math turned out to be unbelievably expensive to compute. I spent about a day optimizing it so that the game doesn’t just crash on wave 20 and beyond. That update should release sometime this week.
I haven’t tried multiplayer, what we do in it? Fight against each other?
Oh no, it’s co-op. The difficulty is intentionally kept the same as in singleplayer, so it’s effectively easier, allowing you to push your highest wave further with the help of your mates. You play on the same map, but your powerups are personal (not shared), nor is the currency.
Ohh,how many players can join?
As much as the host’s computer can handle ![]()
But seriously, I’m pretty sure the relay system I use doesn’t have to do much work - just transfer packets from user to user, so it can comfortably support thousands of players. Now, the real bottleneck to performance is the game itself.
LoL!
We can start a war
Thousands? Nahh I am pretty sure then the cpu will launch like a rocket
Exactly - I’d need to optimize the game more for that. I did a major optimization on Monday which improved performance, but it didn’t improve the performance of players..
However, players handle their own gameplay, so even with the lag, your own player would still move fairly smoothly.
The others, on the other hand…
I think you should add more juice to the weapons
Sure, how so?
Any suggestions? I’ll add them to my to-do.
Ahhh,add more juicy slight screen shake,add some fast recoil and some strong fire effect.
And you should add a weapon equid and unequid animation/feature cuz it just feels cool : )
I have suggested earlier to make the game fast placed, you can give it a try
I’m sure you have seen it before , but watch again!
How does it work with displaying other players? I imagine just relaying their positions and animations cant be too taxing, but then I’m guessing their bullets show on your screen too? and the carnage they cause to enemies
Seen that video 5 times already. I had more intense effects originally but had to tone them down because I was getting ill.
Recoil’s also in the game, as well as firing particles.
The weapon also spins when equipped.
The bullets are fully server-side, and the players just send requests to fire a certain type of them. It causes a bit of delay in firing, but maintains a clean Server As Single Truth architecture.
Spent another hour or two on performance improvements. I had a seriously un-optimized system to get nearby enemies by iterating through all enemies, and I switched over to using an Area2D, as it’s faster in this case. This boosted performance from struggling with 150 enemies to smoothly running over 350!
Needless to say, the new build will have lots more enemies ![]()
Seems like you are very happy to torture us with 300+ enemies ( ͡° ͜ʖ ͡°)
Hehe, precisely ![]()
Yet another performance improvement, which came from switching to the Jolt physics engine. It doesn’t support certain things, but for my use case, it makes things a whole lot faster.
we’ll need multiplayer to complete the game !
why soo much enemies!
Whoa! This looks insane ![]()
