The carnage after this boss fight is nearly exactly where I want it to be! Uncovered alot of things that need changing and fixing though, so many hydra heads left to kill.
The carnage after this boss fight is nearly exactly where I want it to be! Uncovered alot of things that need changing and fixing though, so many hydra heads left to kill.
Slowly but surely, the high level multiplayer synchronizers are getting in place!
I say like that's all there is to it, but a lot of things need to be refractored and rewritten to make it do things right.
Still I think all the vegetation works!
The multiplayer grind continues for #steelinsecticide!
At this point Steam lobby, local, and 'late join' all mostly work, though ALOT of work needs to be done to get syncing of all the destructible objects working sufficiently.
It is definitely a VERY weird way of thinking to get this working properly and feels so much more fragile...
Okay... so the turret refractor isn't going as smoothly as I thought it might.
Took a break from #steelinsecticide to learn how networked multiplayer works on a simpler game I originally made like 30 years ago with #darkbasic but remade in Godot in 2020. My own personal Hello World.
Multiplayer using #godotengine and its high level multiplayer nodes is a weird way to think. Took me about 3 days of dedicated work to 'get it'. I think it'll be fine for my Steel Insecticide, but I think I get the limits too.
Big thanks to @BatteryAcidDev tutorials for getting me this far.
Took ALOT of refractoring and reworking , but now my Potato of a PC (RTX 980) can handle ALOT more bugs on screen at once and not immediately choke.
Drastic improvement from hitting 10FPS with only 15 guys on screen for sure.
Experimenting with how to show the health on these 'Gigarthropods', so trying for some 'nuclear' rods shoved into them that change colors as they are shot.
I like it so far, but wonder how 'random' I should make them in regards to scale and rotation in the enemies body. Is static and consistent better than variety in this case.
So when #steelinsecticide starts a local coop game, the mouse look for a player using mouse/keyboard would stop working. Can you guess why?
3 days later, its the 5 pixels or so between viewports. Mouse capture would place the mouse RIGHT on those pixels, so neither viewport would get the input event at all. Removing the pixels and it works perfectly (viewports were in a grid container so doing that was easy at least).
Progress on the production ready models! This new charger bug is a touch more intimidating then his black and purple forbearer (seen at the end).
Hoo ya! Starting to get somewhere on this local coop thing.
(had to downgrade the graphics for my potato 980 card tho!)
Where it started vs how its going!
Team is working on art upgrades for our 'MVB' map, first version vs second version!
Both are running on my potato machine, which is our 'minimum' aimed for requirements.
Sometimes you gotta just build fast with spare parts and see how it feels.
Trying a slay the spire sort of approach to mission selection first. Requires some minor reorganizing but functionally seems to be working.
Not sure if the rogue like menu necessarily fits yet, butonly 1 way to know.
Didn't quite get the steam page up this year, but we did a lot of other things!
Cya in 2025!
Work shopping names and logos for the game formerly known as Tanks vs Bugs. Anyone got thoughts on any of these?