Releases: danilko/topdown-2d-multiplayer
0.02-aplha
Demo
https://youtu.be/d3StGAHZxdE
https://youtu.be/ExkHq-C7VYY
https://youtu.be/B1pNAlKnwjs
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)
Weapon switch ability and framework (to support expansion of new weapon): laser/rifile/homing missles
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 (fridend 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 genrate new unit)
Current Ending Game Condition
Destroy all units from other teams (each team can be tweak to output different amounts of units + inital 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
0.01-alpha
- Add support of waiting time period of no fire (allow players to join/hide)
- Add 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)
- Add support of determine winning conditions:
All connected players are defeated
All bot agents are defeated (currently will re spawn up to 100 bots, maybe smaller depend on num of players) - Player eliminated screen and observer mode
- Slight change to title screen + improved UI experience on server/client join setup (more streamline process)
- End Game Secene to summary result
- Clean up of server and client connections once one round of game complete
- Code clean up
Attachments are the debug alpha test binary for each supported platform