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#steelinsecticide

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The multiplayer grind continues for !

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...

Took a break from to learn how networked multiplayer works on a simpler game I originally made like 30 years ago with but remade in Godot in 2020. My own personal Hello World.

Multiplayer using 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.

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 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).

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.