In-Game Chat, Better Disconnects, Improved Lobbies, Early PVP
- Lobby
- usernames carry into game
- Improved lobby UI. Lobby now indicates individual peer connection status’ during the peer-to-peer setup. We should now be able to see exactly who is having connection issues with four indicators and status lights gray, amber red and green.
- Character select screen in progress...
- Lobby allows to "unready"
- Lobby locks out new players when all players are "ready" and peer-to-peer sessions begin to establish.
- You can leave lobby's you've joined.
- PVP
- First attack setup with startup, active and recovery frame data.
- Hit animation invincible frames.
- HP Bars
- Multiple character types to select in lobby (Knight, Mage, Druid, Engineer, Barbarian)
- Players can attack each other and cause them to faint for a period of time before they automatically wake back up.
- Players flash and shake when hit durning their i-frames
- First attack setup with startup, active and recovery frame data.
- In-game chat
- Peers disconnecting in a game now have their character removed from the scene (for clients, everything still craps out if the server connection is lost)
- Precompiling shaders
- Improved loading.
- Camera is now top down (the thinking here is to reduce the skill cap to play the game)
- Character controller closer to a Diablo or Gauntlet.
Files
what-dungeons-may-come-win.zip Play in browser
Version 0.1.16 3 days ago
What Dungeons May Come (Mulitiplayer 3D Prototype)
You and some friends in dungeon.
Status | Prototype |
Author | KriKit |
Genre | Action |
Tags | Controller, Dungeon Crawler, Indie, Multiplayer |
Languages | English |
More posts
- Usernames, in-game chat, peer-to-peer status information24 days ago
- Prototype development has begun!34 days ago
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