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 works very well on single players, and working on making these impacts/actions global.
3) Server Side Code: The interval system is now working keeping track of intervals, and properly updating everyone else when the server says a new interval passed. Additionally, map gen and client-side creation also work.
4) Client-to-Client Code: This part is not working yet. I have not yet implemented a way for a player to interact with another player due to the information not being shared with each other on things like building creation. This, however, should work once I have the info updated and shared globally.
General Updates:
1) 3D Models: I am working on my blender skills, and making some 3D models for the game, I am now working on making the library which will provide tech points and can be manipulated by religion and other factors. This means when I create the building multiple systems will need to be built up around it for the game to fully function.
2) GitHub Updates: I have made my workflow a whole lot better by simplifying my current GitHub setup. Now I can push and pull and test the multiplayer systems with incredible ease. What a relief it has been.
Plans for the Future:
1) Models/Art: I will keep working on the buildings, units, tiles, and more trying to make the game fully functional and ready for playtesting as soon as possible.
2) Sound/Music: I have struck a deal with one of my musician friends who will make all of the music for my game for a small commission/percentage of the profits. This works perfectly for me as I can not make music at all. He will own the music, and I will effectively license the music for 10% of the profit I generate off of Steam when it goes up for sale.
3) Combat Mechanics: I have fully developed the combat system. It will be turn and luck based much like the rest of my game. When someone starts the battle both sides tally their total attack points. Based on their percentage of the total combined attack points, odds are given for the winner of the battle. Dice are then rolled, and the winner is decided. The winner's troops each do one round of damage to the loser's troops. Once the damage has been dulled out, the loser gets to decide if they wish to retreat or if they want to roll the dice again for another round of combat. This is repeated until the battle is complete, and the victor has been chosen.
Conclusion: Multiplayer games honestly suck to make, and I should have made a smaller game as my first actual self-made game. However, I learn the best when I am in the thick of it, so I am sure the rewarded insight and knowledge will be incredibly worth it.
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