Multiplayer Implementation is happening.

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juliobds
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Multiplayer Implementation is happening.

Post by juliobds » Mon Sep 10, 2012 9:54 am

Hello everyone,

My name is Julio, I'm a game programmer mostly know for being the Lead Programmer for Survivor Zero (Survivorzero.com).
I've been following Overgrowth since those blood spatters on cubes videos were posted and from a time where the WhaleMan still walked on a rabbot infested earth :lol: .

So, the reason I'm creating this post is because I decided to implement the multiplayer for Receiver in 7 Days. I'll be working on it this week and I've already done some progress this morning.

I'll try to keep you guys posted on the progress I'm having.

Egan
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Re: Multiplayer Implementation is happening.

Post by Egan » Mon Sep 10, 2012 12:02 pm

Good luck!

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Korban3
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Re: Multiplayer Implementation is happening.

Post by Korban3 » Mon Sep 10, 2012 12:18 pm

Alright, cool!

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Anton
pretty cool guy
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Re: Multiplayer Implementation is happening.

Post by Anton » Mon Sep 10, 2012 2:47 pm

Sounds ambitious! Can't wait to see what happens!

Dark_Force
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Re: Multiplayer Implementation is happening.

Post by Dark_Force » Mon Sep 10, 2012 3:12 pm

Holy crap yay :D Can't wait to combat people / pwn robots with them. Ammo sharing time? Good luck!

RabidZombie
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Re: Multiplayer Implementation is happening.

Post by RabidZombie » Tue Sep 11, 2012 6:08 am

Good luck!

How complex will this be? Can we expect lag compensation, client side prediction etc?

Potosin
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Re: Multiplayer Implementation is happening.

Post by Potosin » Tue Sep 11, 2012 12:54 pm

I'm excited to hear you working on this project for an already amazing game. I was wondering if you could post updates to keep us in touch on how you are doing. I'm also interested to see what you work on fist when turning receiver into a multiplayer game.

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orlok
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Re: Multiplayer Implementation is happening.

Post by orlok » Tue Sep 11, 2012 1:30 pm

hello there

I applaud your efforts!

But what will ones avatar look like? Will it be a stylised representation? Ie low low poly count?

like http://www.youtube.com/watch?v=z22DhbOZMbU these?

For me, I'd hate anything ultra realistic as it would clash with the games style IMHO

Regardless, I'll still have a bash playing it.

Rgds

LoK

juliobds
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Joined: Mon Sep 10, 2012 9:22 am

Re: Multiplayer Implementation is happening.

Post by juliobds » Tue Sep 11, 2012 2:05 pm

Update 1:

Everything is coming along as expected.
I've already made a very simple menu and I am able to connect to the server from a client.
My biggest problem until now has been because Receiver is written in Javascript and I generally use C# when using Unity but it's something I'm finding ways to get over it.
RabidZombie wrote:Good luck!

How complex will this be? Can we expect lag compensation, client side prediction etc?
Not that complex, at least for now.
Potosin wrote:I'm also interested to see what you work on fist when turning receiver into a multiplayer game.
My priority now has been setting the server up and making the world generation being done by the server and transmitting that "specific world" to the clients.

After that I'll focus on synchronizing the player and the enemies rotation and position.

After that, my main focus will be to synchronize weapon position and state.

Next up, I'll probably make a nicer menu where the users can connect to a specific ip.

Once all this is done, I'll probably focus on improving things here and there but everything should be working fine (at least in lan mode).
orlok wrote:hello there

I applaud your efforts!

But what will ones avatar look like? Will it be a stylised representation? Ie low low poly count?

like http://www.youtube.com/watch?v=z22DhbOZMbU these?

For me, I'd hate anything ultra realistic as it would clash with the games style IMHO

Regardless, I'll still have a bash playing it.

Rgds

LoK
Since I'm not a modeler the other player will be a simple capsule. It will be up to the wolfire devs (or other modders) to add characters to the game (and animating said characters).
I intend on working side by side with the wolfire team as soon as new versions of receiver come out to keep the multiplayer side of things updated (But then again, that's not up to me to decide. It's not my game, I'm just doing something to gain some more experience and make some people happy).

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Coincidence
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Re: Multiplayer Implementation is happening.

Post by Coincidence » Tue Sep 11, 2012 4:49 pm

Best wishes, mate.

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Aleph
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Re: Multiplayer Implementation is happening.

Post by Aleph » Tue Sep 11, 2012 5:59 pm

Good luck! If you pull this off you are a genius.

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MrOtton
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Re: Multiplayer Implementation is happening.

Post by MrOtton » Wed Sep 12, 2012 10:45 am

Nice, good luck! :)
I think SteelRaven7 tried to implement multiplayer as well...

juliobds
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Re: Multiplayer Implementation is happening.

Post by juliobds » Wed Sep 12, 2012 11:41 am

MrOtton wrote:Nice, good luck! :)
I think SteelRaven7 tried to implement multiplayer as well...
Oh yeah? How far did he go? And why did he stop?

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SteelRaven7
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Re: Multiplayer Implementation is happening.

Post by SteelRaven7 » Wed Sep 12, 2012 2:07 pm

I got the basic host/client connection working, but soon realized that the current code simply wasn't ready to be instansiated for other players. Had problems regarding the camera and input.

Problem is that the AimScript code isn't all that great and clean, and it's in javascript *shun*.

Also: for some reason, the Unity asset GUI menu stopped working every now and then, which forced me to reload all assets. After this happened for the third time, I gave up.

SPITFIRE118xxx
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Re: Multiplayer Implementation is happening.

Post by SPITFIRE118xxx » Sun Sep 16, 2012 5:07 pm

I think it should be more COOP because a receiver killing a receiver is against the story kinda. :/

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