Space Wars Net Update – Bigger Arena, Better Network-ish, Mini Map, Explosions!

This week I’ve been re-working my May game into a remake of an older Javascript game I made a year ago. I want to keep the networking part of the game while building out big space battles with AI. At┬áthe moment its more of a dog-fight game for multiple players. Here is a link to Space Wars Networked…

newspacewars

 

Mini Map! – One major upgrade that I also had in my old game – I now have a mini map that gives you some idea of where you are which will help as area to fight in and explore is bigger than before. I think the real levels will be bigger than this. Hopefully the mini-map will work even better in future iterations.

minimap

I haven’t come up with a graceful way to avoid using OnGui – almost every guide prefacesthe use of OnGui with a warning that one shouldn’t really use it in gameplay because it a framerate hog, but then no one has really offered up a different way to place semi-static stuff on the screen over the gameplay. Perhaps a second camera viewing Quads that don’t move that is overlayed over the main camera? How many camera would it take to become a framerate hog too? For now the gui works but that might be something to look into.

Syncing over Proton: One other problem I am noticing – at least on my machine is that positions aren’t synching too well. Shots that look like they will hit miss or don’t result in a hit/explosion while other times what appears to be a wide shot for one player, results in a hit… Not cool really. I may have to network sync all the lasers – but again that sounds like a very unoptimized way to do things…

Enemies: It is time to bring the war to Space Wars. I am going to spend some time tonight trying to get some enemies into the game. I am not sure how it will work exactly over a multiplayer game with syncing etc. I will start with simple AI like fly to waypoints and chase the players. There are no walls to worry about so pathfinding should be a breeze. I’ve been looking into more realistic steering behaviors, but I am going to brute force it for now…