After the game jam we decided to improve upon the game and take our own spin on Spacewar rather then trying to make an exact copy. I came up with the idea that instead of in space we could be in quick sand because this would still work for the idea of gravity in the game. We evolved the idea from there and decided to make it a group of tourist that got stuck in quicksand and the tour guide only being able to save the last one. From here I went into polishing the old game features and adding on new ones. One of the requirements for the game was to have the bullets limited to 10 per player but last forever (with screen wrap). This caused a lot more difficulties than originally intended. Having this happen wasn't to difficult but as we watched the game go on the bullets would lag behind on different player screens. If a bullet was only alive for a second than the difference was so minor that it couldn't be noticed but if it were on the screen for 10 seconds a bullet on one screen would be maybe 3 seconds behind another. This was a pretty major problem so we tried our best to fix it. First we attempted to have all the computers sync up without sending bullet information over the network. We used methods such as having a physics timer so the bullets would only update every 50 milliseconds, multiplying the elapsed time by the speed and reducing the frame rate. All of this went to no avail so in the end we made the host authoritative over bullets sending their positions with a byte ID over the network. In the end I am happy with how both versions of the game worked out.
Thursday, October 3, 2013
Spacewars Game Jam
After the game jam we decided to improve upon the game and take our own spin on Spacewar rather then trying to make an exact copy. I came up with the idea that instead of in space we could be in quick sand because this would still work for the idea of gravity in the game. We evolved the idea from there and decided to make it a group of tourist that got stuck in quicksand and the tour guide only being able to save the last one. From here I went into polishing the old game features and adding on new ones. One of the requirements for the game was to have the bullets limited to 10 per player but last forever (with screen wrap). This caused a lot more difficulties than originally intended. Having this happen wasn't to difficult but as we watched the game go on the bullets would lag behind on different player screens. If a bullet was only alive for a second than the difference was so minor that it couldn't be noticed but if it were on the screen for 10 seconds a bullet on one screen would be maybe 3 seconds behind another. This was a pretty major problem so we tried our best to fix it. First we attempted to have all the computers sync up without sending bullet information over the network. We used methods such as having a physics timer so the bullets would only update every 50 milliseconds, multiplying the elapsed time by the speed and reducing the frame rate. All of this went to no avail so in the end we made the host authoritative over bullets sending their positions with a byte ID over the network. In the end I am happy with how both versions of the game worked out.