BombSquad 1.4.137: This release will contain significant internal cleanup and reorganization necessary for the upcoming improvements (and for maintaining my sanity), but should contain few, if any, outward facing changes.Another downside is that the local simulation is not designed to be deterministic and often diverges from the server’s, requiring bandwidth-intensive physics re-sync packets to be sent down to all clients constantly (if you see game objects ‘snap’ back in place in a net-game you are seeing a physics re-sync) One major downside here is that seeing the results of a button press requires a complete round-trip to the server and back, which can often be several hundred milliseconds, making the game feel laggy on a less-than-perfect connection (which unfortunately is almost always the case when wifi/cellular is involved). In net-code V1, all local player input events (button presses, joystick moves, etc.) are sent to the server which then runs them through a python game script to generate game events (jump, punch, spawn-bomb, etc) which are then sent out to each client to be run in their local game simulations. BombSquad 1.4.136: This is the current release, containing my old ‘V1’ net-play code.Below are some nitty-gritty tech details of my current plans in case anyone is interested. I’m breaking this process into several steps to keep it manageable. And lastly I want to apologize once more to iOS & Steam users for making you wait this long for the game already, but I super-serial-pinkie-swear that I will launch on both platforms as soon as 2.0 is ready. I also can’t announce a specific release date for 2.0 other than to say I’m working as fast as I can. I have several other improvements planned for 2.0 beyond net-play, but I won’t get ahead of myself by mentioning them just yet. (destructible terrain, cloud-based parties, matchmaking, PvP tournaments, etc.) It will provide a solid foundation on which I can build some really fun features in the future. Reworking my net-play code to achieve this goal is going to be a major engineering effort, but I feel that now is the right time to do it. I want to make net play work as smoothly as possible and want it to be just as fun as couch multiplayer (or at least as close as physically possible). With BombSquad 2.0 I want to change that. And although BombSquad has supported net-play since version 1.4, it has always been a bit half-baked, lacking features such as matchmaking and not performing especially well in terms of lag and bandwidth. However, the present reality is that the vast majority of players out there do not have access to this sort of setup they are playing on mobile devices and net-play is their only realistic option for multiplayer. And in my opinion, having 6 or 8 players on a couch with controllers playing on a large TV remains the best way to play the game to this day. I know many of you are eagerly awaiting news about BombSquad 2.0, so I wanted to post an update on what I’m up to.īack when I launched BombSquad 1.0, there was no net-play it was local multiplayer only.
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