I finished the new lobby system for the game, it works as you would expect any game lobby to work. The typical start a game, pick a side, and ready up situation. When a player hosts a game, they choose their team and can technically join a game alone, but usually a user joins and prevents them from starting until the new user is ready to play. The new player follows the same procedure that the host follows, they pick their team and then can choose to ready up. While waiting, a user can change their team color at any given time and then ready up. Once all users are ready, the host can start the game.
Another thing I worked on was getting the team lives to work correctly. The focus of the Team lives is that each team has a given amount of lives in a shared pool. When you spawn your team life counter goes down, and when the team lives are at zero, you can’t spawn again. At this point if you die, then you’re dead. This is now how it’s implemented, previously I implemented it so that the team lives were decremented when you died, this created a problem of the team lives showing negative values.
Finally, the last thing that I did was implement network smoothing. The smoothing is an integral part of any networked game, and having this is essential for our game. Before the smoothing the game looked really choppy and ruined the flow of the game when everything around you looks like it’s jittering. The smoothing was implemented simply by tracking the last received rotation and position then using linear interpolation to smoothly transition between the actual position of the character and where the newest position is. This alleviated the jittering and made the game a lot more fun, according to our most recent QA testing results.
I am planning on working a cool metaballs effect for the guns to really help play up the “gooey” feel of the game, stay posted!
That is all for now!