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Space Wars | Online Multiplayer Battle Royale(ish)

A topic by Trybox Interactive created Jul 29, 2018 Views: 509 Replies: 4
Viewing posts 1 to 5
(2 edits)

https://trybox-interactive.itch.io/space-wars

Space Wars is an online multiplayer, battle-royale themed game where you play as an astronaut toon, fighting other toons on strange planets.

1) instead of guns, you shoot lasers and a variety of other futuristic weapons.
2) first-person only.
3) Obelisks. Paying respect to each of the 5 obelisks will yield a random reward (perks).
4) PvPvE. Wild and strange creatures provide an additional threat.
5) Work together to defeat boss monsters or go for glory and claim your spot as player number 1 (by killing everyone else, of course).
6) other cool stuff that isn't fully worked out yet.
7) 7 - 12 players / match.

Space Wars uses Unity's online servers for matchmaking and scalability. 

[ looking for people who want to do QA at the moment. You can read this post for more information if you're interested ).
https://itch.io/t/265452/lfs-x-3-revshare-testersqa-for-online-multiplayer-game#...


Day/Night











Day Night Cycle
There is a now a dynamic day/night system. The sun rotates at 2 degrees per second, which equates to 180 seconds to complete a single day/night cycle

Obelisk Mechanic
The obelisk mechanic provides two functions; 1) give players additional reasons to traverse the map and not stay in the same place 2) reward players for movement and provide additional in-game mechanics to increase replay-ability. 

Each player can access a single obelisk once. This equates to a maximum of 5 perks per game. When activating an obelisk, you will receive one of three perks unique to that obelisk. There will also be a temporary particle effect that will warn others in the area an obelisk has been activated. There is also a small chance you will receive nothing if the obelisk is displeased with your presence. 

[Blue Obelisk - Serenity]
[Perk 1]
[Perk 2]
[Perk 3]

[Red Obelisk - Petulance]
[Perk 4]
[Perk 5]
[Perk 6]

[Yellow Obelisk - Wisdom]
[Perk 7]
[Perk 8]
[Perk 9]

[Purple Obelisk - Affliction]
[Perk 10]
[Perk 11]
[Perk 12]

[Green Obelisk - Life]
[Perk 13]
[Perk 14]
[Perk 15]


Day vs Night


The release date has been set to Q4 of 2018. This provides enough time to finish the last few mechanics, do QA and reiterate to fix bugs and anything else that's required.

The main thing being worked on at the moment is network synchronisation of.... everything (and optimising the implementation). Here's a quick overview:

Multiplayer games can be a lot more complex due to the networking side. The main issue is synchronising things like player movement, speed, turning, shooting etc on all connected clients.

Commands are called from the client and run on the server; and client remote procedure calls  are called on the server and run on clients.

When another player in the game moves, runs, shoots, or does almost anything - it gets sent to the server as a command, which then sends out a call to your client, allowing you to see their synchronised actions.



Optimising these calls is a priority as it directly contributes to network traffic, increasing server costs and potentially slowing down the game.

One way to achieve this is through the use of hooks. Basically, calls are only made when a variable changes. Therefore, if a variable (player health) does not change, a remote procedure call is never made.

(1 edit)
Changes to the night/day cycle, environment lighting and some other stuff that changes the tone of the map when compared to previous screenshots.
birdseye view of map at night (still a work in progress)