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
Get Poo Flingers
Poo Flingers
A simple game about yeeting things
Status | Released |
Publisher | |
Author | floz |
Tags | 3D, Arcade, First-Person |
More posts
- 0.08.2a - or textured monkeysJan 21, 2024
- only a few hours later, and...Jan 20, 2024
- A NEW RELEASE!!!Jan 20, 2024
- Added a new yeetableJan 14, 2024
Comments
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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)