I'm back. I took a bit of a hiatus from the project as I had to do a whole bunch of pre-finals for my classes. But I am back and working on the game. Down below will be what I worked on. 1) Syncing Building Data: I tried working on the system that will send out your building data, and sync it on the network. That way other players can interact with you, and you can interact with them. This is a very important feature as other players will need to be able to discern what tiles are under control by which nations. Additionally, I use them for easily setting up player to player interactions by allowing a player to click on a tile and it be traced back to owner, save that owner reference, and then interact with them (war, trade, peace, etc). I belive it works, but it will need to be testing in multiplayer. 2) Auction House Functionality: I have started the process of making the system for card viewing. it currently works fin in multiplay...
Networking for the game has been tested, and it is a bag of mixed news. Here is how this post will go, I will first go over networking-based updates, then game updates, and then future updates. Here It goes. Networking Updates: 1) Lobby System: Firstly, this aspect of the game works well. Players can create a lobby then receive a code they can use to invite other people to their lobby. Once there the clients are created and in the same game together. They get the same map when playing, and things like placing buildings (Building data not shared, and prefabs, not displayed) work (tech tree allows research for cards, cards place, and tiles update values globally for all players to see). 2) Client Side Code: The client-side code works for the most part. The years don't seem to update visually for the client but do for the server, but almost everything else works. The tech tree, card placements, building placements, etc. All wor...