Working on Post Compo Networked Multiplayer!
So, for my game “Bounty of Corruption”, I made what was basically a randomly generated shooter game with different themed levels. I’ve always wanted to make a networked multiplayer game, and you can see that I tried local splitscreen in one of my LD games (see: Dungeon Darkness) before.
The following video might take a bit of explanation as to what’s going on, and it’s seriously basic (ie. only movement, with the exception of a couple extra variables):
I am player “TomboFry” playing and hosting a server using the same executable file. “Liddles03” is a friend of mine who joined the server from about 10 miles away from where I live. This test is basically to see how well it performs over a different network (rather than two instances running on the same PC). I’d say it was greatly successful!
When a player connects, they download the random seed and generate the same level as the host.
The circle in the middle of the player indicates whether the person has their left mouse button pressed down. There is a line extruding the circle indicating the direction their mouse is pointing relative to the player. When you press ‘E’, an “ammo” instance is created on both clients, and its speed/direction is determined by random values, which turn out to be the same on both sides due to the same random seed.