Attrition Day 5

Oh my – I had to actually think about what day it was when writing the title to this post.  I just went back and checked to make sure.  Things are starting to fall into place rather well.  I spent most of the day working on multiplayer and user profile management code.  So players can now change their name and have that selection persist between play sessions.  Users can also host and join games.  The player list is sorted by join order which, for now, also determines what starting position you are assigned on a map.  To that end I hooked up networked map loading and automatic camera positioning over the player’s starting point (yay math!).

We’ve already realized that we’re not going to be able to implement everything that we designed at the outset – and we’re ok with that, it was sort of expected.  But we’ve already decided that if you lovely folks here think that Attrition is as cool as we do then we’ll take some additional time away from our main project to finish it up after this compo is over.  The feedback and ‘hearts’ we’ve gotten so far have been super cool – so thanks for that.

Lastly – because networking code dost not a pretty screenshot make – here’s a refinery and a Hammerhead tank.

Refinery and Hammerhead