Multiplayer Considerations #69

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opened 2022-01-18 15:08:27 -08:00 by kirsle · 0 comments
kirsle commented 2022-01-18 15:08:27 -08:00 (Migrated from git.kirsle.net)

Multiplayer features are a LONG way off but random notes/ideas:

  • Networked player: currently Play Mode inserts the "PLAYER" character last and starts the level, sending keyboard inputs to the PLAYER and controlling its velocity by the Play Scene.
    • Networked players would be added in a similar fashion but their movement and inputs coming from the networking layer (another player).
  • FailLevel() function: hostile doodads can fail the level for the player but in multiplayer this should only result in killing off the nearest player. Without changing the established doodad script API:
    • Log the location of the doodad which called FailLevel,
    • The nearest player character is killed instead of the level failing for ALL players.
Multiplayer features are a LONG way off but random notes/ideas: * **Networked player:** currently Play Mode inserts the "PLAYER" character last and starts the level, sending keyboard inputs to the PLAYER and controlling its velocity by the Play Scene. * Networked players would be added in a similar fashion but their movement and inputs coming from the networking layer (another player). * **FailLevel() function:** hostile doodads can fail the level for the player but in multiplayer this should only result in killing off the nearest player. Without changing the established doodad script API: * Log the location of the doodad which called FailLevel, * The nearest player character is killed instead of the level failing for ALL players.
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Reference: SketchyMaze/doodle#69
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