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Poo Flingers: roadmap - more yeetables & dedicated servers

I'm a novice game dev, so some features may take me longer than others to implement.  I am also a professional systems engineer, so other features may be very easy for me to add.


Now, as for more yeetables.  I want to have the spawner portal randomly select which object pops into existence.  I also want to make the damage they do factor in their mass.  Currently it does a crappy quick average of the 3 velocity vector components to calculate damage... meaning the faster it's going, the more damage it does.  I must confess that I don't understand the high level multiplayer parts of godot well enough yet, and that hinders implementation of pretty much every new feature in a multiplayer game.


I have some multiplayer sync issues already that I've seen in testing,   Balls disappear for one player until another player that can see grabs them, then they resync.

I am looking at moving to a server/client model.  I already rent an ec2 instance, for one.  For another, it could help eliminate all of the wonkiness I'm seeing, by making the server the sole multiplayer authority.

So, I plan to work on these two things over the next iteration.  I hope to push to 0.0.9a with a dedicated server in one of the us-east aws datacenters and something more than dodgeballs to throw around.


-floz

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