server / client architecture


The following things are planned for 0.0.9 release.   Development on the branch that is currently released has stalled.  I will explain at the end of this post if you're curious wth I'm talking about.

  • server / client architecture
  • yeetable poo (and other new things)
  • better level (already WIP)
  • better lighting/design

Let's start with the best part, a new menu!

Here's a peek at the server accepting communication from the client


exciting stuff!

Like I said, I'm working towards 0.0.9 release, which will have a server in AWS EC2 us-east-1 region to start.  Apologies if this is geographically far for you, it happens to be where I already have a server.

Now, about that stalled development on the branch that was being published here.  Peer-to-peer multiplayer, or listen-server multiplayer as Godot tends to default to is fine, for small LAN games and such.  It does not scale well, and I wanted to go with server/client architecture anyway.  This necessitates a rebuild of the core game, as the way objects are sync'd from server to clients is done differently than how it would be in peer-to-peer.  I apologize for the delay in seeing cool new features, but I promise I am working on it.  The next build to release will probably be equally wonky in new ways.  Expect t-posed characters, misbehaving yeetables, and lag aplenty.  But!!! what other game can you throw wrenches, poo, dodgeballs, paint-cans, and other junk at your friends?

I will keep updating this devlog as progress continues.

-floz

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(1 edit)

Just a note, I'm also switching to Jolt.  I did some tests this weekend, and it's perfect for this use case (lots of small'ish, high velocity objects)