Blam! Blam! Weekly Update 21 - 22
[p]Hi Everyone, [/p][p]Sorry we missed you all last week. We've been working on getting this game to demo sadly we've hit a few 1 step forward 2 steps back scenarios while doing our last few play tests. Instead of leading you all on saying oh we should have it soon week after week I'm going to just be frank with you all.
Our goal is to have a smooth and fun game for people to enjoy with a large group of friends. We realize some leeway is given for games in a demo state but we don't want bugs to take away from the core fun of the game.
[/p][p]The plan is to still give weekly updates as reliably as possible. And give a big announcement when our demo goes live! [/p][p][/p][p]Here's what we did over the last couple of weeks. [/p][p][/p][p][/p][p]** Apocalypse Mode **[/p]
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Our goal is to have a smooth and fun game for people to enjoy with a large group of friends. We realize some leeway is given for games in a demo state but we don't want bugs to take away from the core fun of the game.
[/p][p]The plan is to still give weekly updates as reliably as possible. And give a big announcement when our demo goes live! [/p][p][/p][p]Here's what we did over the last couple of weeks. [/p][p][/p][p][/p][p]** Apocalypse Mode **[/p]
- [p]ADD: Updated Score Board upon death to show summary of game and allow easy replay[/p]
- [p]ADD: Multiplayer Network Improvements - Netsync Bullets[/p][p][/p]
- [p]ADD: Configured base Unit Testing framework to allow unit testing[/p]
- [p]ADD: Netsync class to reduce MultiplayerSync traffic with client. Bullets and Zombies[/p]
- [p]UPDATE: Game Crashing (Temp Removal of Ping causing crash)[/p]
- [p]UPDATE: Simplified Level Management via Level_Manager and Level_Base.[/p]
- [p]UPDATE: Levels are now Resources and no longer need MultiplayerSpawner on levels[/p]
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