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Network syncing is complete! This is really cool because multiplayer pairs really well with a destructible environment game.

You can now destroy and physically topple physics voxel objects in the map with other people over the network!

The effects are all still a work in progress but it's always fun seeing stuff falling apart and being destroyed. This ties in with the direction I'd like to initially take this game to, a kind of trench warfare game. Specifically, carving out holes in the floor to protect yourself as you try to reach the enemy base for something. Additionally I'd like to be able to have players build temporary towers that they can use to snipe other players. of course the towers can be destroyed. I'd also like to have grenades but I also need to limit the accessibility of destroying voxels so it cannot be abused. As explained in the very first development part 1 blog, certain voxels can be marked as "foundation" so any voxels attached to it cannot fall down. That will be used to permanently mark player bases.

As for the direction in graphics, it's still up in the air but I am exploring a kind of isolated ocean scene.

I'd also like to have real modeled props to spice up the map, also destructible in their own way of course. If you have noticed, damage masks are also synced across the network. Basically, voxels can be painted with a damage layer that displays torn up concrete or destroyed walls. It adds a lot to the visuals.

Also, Liminal is out now for the public. Play it here! https://sgthale.itch.io/liminal-backrooms-multiplayer 

Coming up next, UI and HUD implementation.

Stay tuned!

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