Dev Diary #196 Client Scripting
Hey there, Ylanders!
Fall weather is settling in here in Prague and while we are excited about all the pretty colors of the trees around us, hot tea and fluffy sweaters, we are even more excited about bringing you news about the 1.8 update!
Exploration is getting a ton of love this update, but we are keeping lots of it to give to our wonderful creators too!
As a creator, have you ever wondered why your multiplayer game is sometimes a little bit laggy? The thing is that all the scripting within the game needs to be crunched by the server first and then synchronized with all the players, so that no cheater can break your game. However, we have put our heads together and came up with a new feature - Client Scripting! What does that mean? For selected Game Logics, it is possible to create locally executed script, which does not have to be synchronized with the server so it runs much faster. This is especially useful for creating a nice and reactive User Interface. You can now even create client-run 2D games within UI and it will not ruin your performance.

However, as with everything, there are a few things to keep in mind while using this feature. First of all, not all Game Logics are suitable for this kind of scripting. And second, there are also certain limitations to the script itself, which is not as extensive as the server script and has a limited set of instructions. We hope you will find Client Scripting useful and can't wait for your feedback!
That's it for this week and we'll be in touch with more news about 1.8 soon!
Stay classy, Ylanders!
Fall weather is settling in here in Prague and while we are excited about all the pretty colors of the trees around us, hot tea and fluffy sweaters, we are even more excited about bringing you news about the 1.8 update!
Exploration is getting a ton of love this update, but we are keeping lots of it to give to our wonderful creators too!
As a creator, have you ever wondered why your multiplayer game is sometimes a little bit laggy? The thing is that all the scripting within the game needs to be crunched by the server first and then synchronized with all the players, so that no cheater can break your game. However, we have put our heads together and came up with a new feature - Client Scripting! What does that mean? For selected Game Logics, it is possible to create locally executed script, which does not have to be synchronized with the server so it runs much faster. This is especially useful for creating a nice and reactive User Interface. You can now even create client-run 2D games within UI and it will not ruin your performance.

However, as with everything, there are a few things to keep in mind while using this feature. First of all, not all Game Logics are suitable for this kind of scripting. And second, there are also certain limitations to the script itself, which is not as extensive as the server script and has a limited set of instructions. We hope you will find Client Scripting useful and can't wait for your feedback!
That's it for this week and we'll be in touch with more news about 1.8 soon!
Stay classy, Ylanders!