GRANDILOQUENT NEWS!
Though not featuring hats (for the moment), I’m proud to announce that the first work on the graphs is completed, WE HAVE A SUPRA GOOD LOOKING Main Menu!
With supra cool looking animations coming (we love blinking leds and shaking things
). So here’s the still image, and we’ll soon make another order to our graph guy (Thomas Frick) for more graphical-gorgeousness!
BUTTHAT’SNOTALLFOLKS!
I’ve shifted the current development to trying to enable co-op multiplayer over LAN (Internets? mmhmh that’s so much 2011
, seriously I don’t want to impair the normal dev process for that yet; maybe after beta-release
) with the intention of:
- being able to join a running server hosted by another player on a LAN
- continue your own missions with other players
- pimp your ship while others are fighting and join them later
- battle other players to test your strrrrrength!
- simply explore the universe…. with your friends.
On the code side what I’ll need a global server handler created by the host, mini servers in shared systems (containing multiple players, but not always the host). To that extent I’m going for a fully deterministic architecture (random numbers are generated by the server each frame) but with a lock every 15 frames or so and correction on the positions of everything to avoid splipping positions of everything (if someone is running faster or slower).
When a player exits a shared system he regains full control of the process. And if a player enters his system he becomes the new shared system host. More news on this when I’ll have a working version
oh and stay tuned for infos on the coming demo-crowdfunding-onlineuniverseeditor-newsletter!



