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Thanks and very glad you had fun :)

The multiplayer decision was mainly driven to avoid building a bot AI for the game.

I'll have to look into handling connection problems. There should be some movement prediction, but my guess is it collapses quickly if the connection hiccups badly enough.

 The whole network code is going to need a clean up though. I'm pretty sure it's sending a lot of unnecessary stuff back and forth. Didn't have time to optimize and a lot of things could be handled better.  A few nights of sleep really help with digesting concepts ;)