Releases: danilko/topdown-2d-multiplayer
v0.15-alpha
Demo:
https://youtu.be/Ahllg2HLPbs
Updates:
Fix following issues
#27: Implement Weapon Type - Remote Weapon
Add following additional controls:
Q - PREVIOUS TARGET
E - NEXT TARGET
F - DISABLE AUTO TARGET AIMING
MOUSE MIDDLE WHEEL UP - ZOOM IN
MOUSE MIDDLE WHEEL DOWN - ZOOM OUT
MOUSE MIDDLE BUTTON - REMOTE WEAPON FIRE
The store also added a store item Remote Rifle to able to purchase remote item.
After purchase, the item can be used to equip remote weapon.
There will only be maximum 6 remote weapon units allowed per agent at once. Once a remote weapon unit is destroyed, a new one can be added.
Remote units cannot be repaired.
The movement is through sine and consine calculation, which is random but circular format.
The unit can pass through environment, but if block by environment, its fired projectile will be blocked, which give a good edge for enemy to leverage to dodge attacks.
A new RemoteWeaponManager
is created to charge of creating/managing/sync across network for these remote weapons.
v0.14-alpha
Demo:
https://youtu.be/fm6vxPwatjE
Updates:
Update to Godot 3.4.2
Fix following issues
#26: Fix agent name display issue
#25: Improve slow down behaviors when AI are searching paths
#24: Allow player and bots to select spawn base from available base instead of always fixed ones
#21: Introduce setting screen (include exit option) in game
#8: Improve network performance
Workaround:
There are some corner cases where nested Dialog (such as opening the in game option while the map mode is open, cause the mouse cursor to stay).
The current workaround is to open inventory or open esc again to correct the setup.
v0.11-alpha
Demo can be found in
https://youtu.be/OWIilZGHpmI
Updates:
#12: Implement explosion damage for missile based weapon with Area2D instead of RayCast to improve performances
#20: Implement queue mechanism to allow delay in player respawn + infrastructure code restructure into more modular form to allow easier debugging/future expansion
Other bug fixes/clean up
Additional issues can be tracked in here
https://github.com/danilko/topdown-2d-multiplayer/issues
v0.10-alpha
Demo can be found in
https://youtu.be/nLIGEQ_Qgg4
Update/Current Logic:
Initial fix/implementation for following
#14 Overall UI improvements:
Introduce Lobby concept to allow all players to wait and join at same time, Improve weapon UI to fade away over time to not block screen
Improve sound to lower volume and a setting UI to control it
Additional issues can be tracked in here
https://github.com/danilko/topdown-2d-multiplayer/issues
v0.09-alpha
Demo Link
How to execute:
Download the appropriate exec
win..zip is for Windows
linux..tar.gz is for Linux
Execute the executable within the folder after extraction
Itch.io (for documentation/release news):
https://danil-ko.itch.io/machine-battle
What is New:
Initial fix/implementation for following
#15 Update missile to be homing missiles even for player instead of previously just AI, also improve AI weapon varieties instead of always same weapon, improve projectile interaction (projectile can now shoot each other down, like refile projectiles and missiles projectiles)
#14 Initial implementation of new UI and aiming weapon (some old UI still exist during the transition period)
v0.08-alpha
Demo Link
How to execute:
Download the appropriate exec
win..zip is for Windows
linux..tar.gz is for Linux
Execute the executable within the folder after extraction
Itch.io (for documentation/release news):
https://danil-ko.itch.io/machine-battle
What is New:
Initial fix/implementation for following
#17 Multi-Missile Launcher (Ability for user to fire and forgot)
#15 Update shield to be breakable (and will be lost from inventory once damage exceed)
#15 Improve effects/audios clean up on repeating audios (remove small weapon hit sound)
#15 Improve missile explosion effect
Balance weapons (to prepare for more sets of weapon as upgrade choice)
v0.07-alpha
Demo Link
https://youtu.be/NCkpivTi_RU
What is New:
How to execute:
Download the appropriate exec
win..zip is for Windows
linux..tar.gz is for Linux
Execute the executable within the folder after extraction
Initial fix/implementation for following
#8 Network Improvement
#11 Shield will not block projectile when moving toward projectile
#12 Initial explosion effects improvement
Update VFX for bullets and overall game setup
v0.06-alpha
Demo
https://youtu.be/7CSTonTiJrk
How to execute:
Download the appropriate exec
win..zip is for Windows
linux..tar.gz is for Linux
Execute the executable within the folder after extraction
What is New:
Server control team initial status (budgets and allow server to help auto spawn bot team members) (#6)
Fix repair kit not reflect immediately (it is updated in server, but not on UI) (#6)
Fix bot agent stuck after current engaged units are gone (#6)
Drop item not sync across servers (#6)
Fix agent moving slow when moving in agent's current forward direction (#7)
What is working:
Basic top down shooter can attack and record health throughout network
Basic network skeleton based on Authoritative Server network design with snapshot
Basic audio and some basic effects
Basic enemy AI base on A* search and avoid collision with each other by disable collision between enemy
Destructible Obstacles
Basic game flow conditions (base on existing agent counts from bots and players)
Support of game time period and expire (force winning condition base on available agents on the battlefied at that point) of 15 seconds and at server control (so server will sync time against connected client)
Support of team concept (friendly firing vs firing from other teams), captured bases as spawn point, available spawn points + unit cost as condition whatever a team can generate new unit
Support of capturable bases and team will spawn from captured bases or from neutral condition
Try to balance AIs from each team (if team have available conditions to generate new unit)
Weapon switch ability and framework (to support expansion of new weapon):
-Long distance weapons: laser/rifle/homing missiles
-Short distance weapons: shield/light saber
Usable item:
-Repair Kits
MiniMap + Screen Aid to help user for incoming friendly/enemy agents + bases
Support of inventory/store system to allow agent to purchase additional weapons to equip/unequip and repair kit for usage
Server control team initial status (budgets and allow server to help auto spawn bot team members)
Current Ending Game Condition
Destroy all units from other teams (each team can be tweak to output different amounts of units + initial bases)
Capture all bases (so other team cannot spawn new unit)
Time is up (it is a tie if there are more than one team with units on the field during that time)
Current Ending Game Condition
Destroy all units from other teams (each team can be tweak to output different amounts of units + initial bases)
Capture all bases (so other team cannot spawn new unit)
Time is up (it is a tie if there are more than one team with units on the field during that time)
Limitation
The total units on a multiplayer game (but if only server itself is okay) at once cannot exceed 20 units for workable performance, otherwise may start to see noticeable slow down. This may due to as the unit increases, a single snapshot package contain all units deployments will be larger than a udp packet able to handle, result delays on the client side when receiving the package and cause delay in screen
Other current defects can be found at:
https://github.com/danilko/topdown-2d-multiplayer/issues
v0.05-alpha
Demo
https://youtu.be/7CSTonTiJrk
How to execute:
Download the appropriate exec
win..zip is for Windows
linux..tar.gz is for Linux
Execute the executable within the folder after extraction
What is working
Basic top down shooter can attack and record health throughout network
Basic network skeleton based on Authoritative Server network design with snapshot
Basic audio and some basic effects
Basic enemy AI base on A* search and avoid collision with each other by disable collision between enemy
Destructible Obstacles
Basic game flow conditions (base on existing agent counts from bots and players)
Support of game time period and expire (force winning condition base on available agents on the battlefied at that point) of 15 seconds and at server control (so server will sync time against connected client)
Support of team concept (friendly firing vs firing from other teams), captured bases as spawn point, available spawn points + unit cost as condition whatever a team can generate new unit
Support of capturable bases and team will spawn from captured bases or from neutral condition
Try to balance AIs from each team (if team have available conditions to generate new unit)
Weapon switch ability and framework (to support expansion of new weapon):
Long distance weapons: laser/rifle/homing missiles
Short distance weapons: shield/light saber
Destructible Obstacles
MiniMap + Screen Aid to help user for incoming friendly/enemy agents + bases
Support of inventory/store system to allow agent to purchase additional weapons to equip/unequip and repair kit for usage
Current Ending Game Condition
Destroy all units from other teams (each team can be tweak to output different amounts of units + initial bases)
Capture all bases (so other team cannot spawn new unit)
Time is up (it is a tie if there are more than one team with units on the field during that time)
Current Ending Game Condition
Destroy all units from other teams (each team can be tweak to output different amounts of units + initial bases)
Capture all bases (so other team cannot spawn new unit)
Time is up (it is a tie if there are more than one team with units on the field during that time)
Limitation
The total units on a multiplayer game (but if only server itself is okay) at once cannot exceed 20 units for workable performance, otherwise may start to see noticeable slow down. This may due to as the unit increases, a single snapshot package contain all units deployments will be larger than a udp packet able to handle, result delays on the client side when receiving the package and cause delay in screen
Other current defects can be found at:
https://github.com/danilko/topdown-2d-multiplayer/issues
0.03-alpha
Demo
https://www.youtube.com/watch?v=6LY4GNfpTS8&list=PLlwvRbWsWmGUtEd47nyo0MUZJVJqvd4Iv&index=1
How to execute:
Download the appropriate exec
win.zip is for Windows
linux.zip is for Linux
Execute the executable within the file after extraction
What is working
Basic top down shooter can attack and record health throughout network
Basic network skeleton based on Authoritative Server network design with snapshot
Basic audio and some basic effects
Basic enemy AI base on A* search and avoid collision with each other by disable collision between enemy
Basic flocking/steer behavior (still need to improve)
Destructible Obstacles
Basic game flow conditions (base on existing agent counts from bots and players)
Support of game time period and expire (force winning condition base on available agents on the battlefied at that point) of 15 seconds and at server control (so server will sync time against connected client)
Support of team concept (friendly firing vs firing from other teams), captured bases as spawn point, available spawn points + unit cost as condition whatever a team can generate new unit
Support of capturable bases and team will spawn from captured bases or from neutral condition
Try to balance AIs from each team (if team have available conditions to generate new unit)
Weapon switch ability and framework (to support expansion of new weapon):
Long distance weapons: laser/rifle/homing missiles
Short distance weapons: shield/light saber
Destructible Obstacles
MiniMap + Screen Aid to help user for incoming friendly/enemy agents + bases
Current Ending Game Condition
Destroy all units from other teams (each team can be tweak to output different amounts of units + initial bases)
Capture all bases (so other team cannot spawn new unit)
Time is up (it is a tie if there are more than one team with units on the field during that time)
Current Ending Game Condition
Destroy all units from other teams (each team can be tweak to output different amounts of units + initial bases)
Capture all bases (so other team cannot spawn new unit)
Time is up (it is a tie if there are more than one team with units on the field during that time)
Limitation
The total units on the game at once cannot exceed 20 units for workable performance, otherwise may start to see noticeable slow down. This may due to as the unit increases, a single snapshot package contain all units deployments will be larger than a udp packet able to handle, result delays on the client side when receiving the package and cause delay in screen