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9d931a3b46
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Work on pickups and multiplayer
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2026-03-19 23:50:29 -04:00 |
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d128501f7c
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Pawn bodies split out, character select redesigned, and started the dreaded process of correcting the netcode. Players can connect to a shared room, character select, and start a match. They appear correctly differentiated with cameras and map icons that follow them independently. Jankiness with trap ownership is present as is stuff connected to animation. Unit tests for all network functionality required.
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2026-03-10 01:41:15 -04:00 |
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984567cf96
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Audio bus implemented and test pawn intro sound clips added. PawnBodies hooked up to PawnBaseData but not yet implemented.
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2026-03-07 03:33:59 -05:00 |
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52fe2f58d4
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Implemented new icons (sizing not correct) , renamed trap types, and created colored pawns)
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2026-03-04 18:14:17 -05:00 |
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bed068eafc
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Extensive work on virtually all of the visuals and the net code
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2026-03-01 21:26:31 -05:00 |
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b90fdaad98
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Work on the manufactory as well as multiplayer features
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2026-01-28 23:59:51 -05:00 |
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b69691c186
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Finished working on the minimap system for the test level, shows pawns, enemy and friendly traps, and unfinished 'items'
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2026-01-19 00:46:32 -05:00 |
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bc48e9cea2
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More work on maps and multiplayer
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2026-01-15 11:10:12 -05:00 |
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dc8585b1f0
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commented out old multiplayer scripts and fixed character select input vector
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2026-01-09 07:49:38 -05:00 |
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ec02685065
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Renamed a bunch of player stuff to pawn stuff and implemented extensive work on getting single-address 'netplay' code working. Not sure if I've created issues with single player but in theory it should all transfer across as if the player is simply always the host.
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2026-01-08 07:15:20 -05:00 |
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