Congratulations!
Be sure to let us know how well it does on the store.
Hey,
just passing by to announce that Daedalus has just been greenlit !
http://steamcommunity.com/sharedfiles/filedetails/?id=143234929
It’s really sooooo cool
Thanks a lot to all the JGO community, you’ve been really helpful during the dev and I’m not sure I could have finished this game without you!
THANKS !
Congratulations!
Be sure to let us know how well it does on the store.
Congratulations! This game definetly deserves it!
Congratulations! This game definetly deserves it!
Well done May the sales be with you!
Cas
Well done May the sales be with you!
Cas
Thanks guys!
@prinsec: I will finally be able to test the blind coding I did with your steampuppy jar! I’ll tell you if I have some trouble with it, thanks again by the way
Otherwise I’m considering putting the game into early access on steam, what do you think about this ?
For me it would be a way to bring attention uppon the game and find bugs before release … not sure though …
And here is a small video just for fun
NmHpuZ3TMq8
Thanks guys!
@prinsec: I will finally be able to test the blind coding I did with your steampuppy jar! I’ll tell you if I have some trouble with it, thanks again by the way
Otherwise I’m considering putting the game into early access on steam, what do you think about this ?
For me it would be a way to bring attention uppon the game and find bugs before release … not sure though …
And here is a small video just for fun
NmHpuZ3TMq8
Dude, I’ve seen this game grow from a small alpha that I really enjoyed to a full fledged game that is greenlit on Steam! I am very impressed with the amount of work and effort you’ve put into this! Good luck and (as Cas nicely said) may the sales be with you
Dude, I’ve seen this game grow from a small alpha that I really enjoyed to a full fledged game that is greenlit on Steam! I am very impressed with the amount of work and effort you’ve put into this! Good luck and (as Cas nicely said) may the sales be with you
At this point in time I’d say… Early Access is basically your “launch event”. If you subsequently launch it on Steam when it’s “finished” it won’t make so much of an impact. The prevailing winds tell me that unless you’re desperate for cash right now, just spend another month polishing and do a proper release.
Cas
At this point in time I’d say… Early Access is basically your “launch event”. If you subsequently launch it on Steam when it’s “finished” it won’t make so much of an impact. The prevailing winds tell me that unless you’re desperate for cash right now, just spend another month polishing and do a proper release.
Cas
Congrats!
It looks really slick and good fun, so you’ll have a sale from me at least
Congrats!
It looks really slick and good fun, so you’ll have a sale from me at least
Pretty awesome, on steam! Maybe it’s worth porting it to PS like Titan Attacks?
If I may ask a little question, how have you done the server-client stuff?
You said it was horrible (because of the restrictions) so I suppose you didn’t just send the input from clients -> server -> all clients (and synchronized it by handling this input at the same tick on all clients)
Pretty awesome, on steam! Maybe it’s worth porting it to PS like Titan Attacks?
If I may ask a little question, how have you done the server-client stuff?
You said it was horrible (because of the restrictions) so I suppose you didn’t just send the input from clients -> server -> all clients (and synchronized it by handling this input at the same tick on all clients)
thanks
for the client-server, I don’t send the inputs but directly the player positions. I was not able to do the input stuff as in CS for two main reasons:
- I can’t rollback the physics simulation with box2d
- box2d is float based so even if I could rollback I’m never sure that the simulation done on the server would be the same as the one done on client side.
So basically I’m not sending inputs because I use box2d
The way it works now for the player movement:
- the client and server synchronize their clock when connecting
- when the client moves, it directly impacts the player position in local (no wait for server validation)
- the client send his position + linearspeed + orientation + angular speed to the server 30 times per second
- the server gets the message, and update the player position based on the position received + speed (taking into account the delay to get the message)
- the server is then sending if necessary all the player positions to all the players 20 times per second (dedicated servers can adjust this value if needed / enough bandwidth)
- the client update each player position the same way as the server (taking into account the delay) except that the position is not directly affected but there is some interpolation done to avoid as much as possible weird player teleporting
- between two updates, the clients and server continue to move the player according to the linear and angular speed …
And when firing a bullet:
- the client fires the bullet in local and sends a message to the server
- the server validates that the client can fire a bullet, then fires the bullet taking into account the delay between the server and client.
So basically the bullet will be fired on the same position as on the client, but is accelerated at the beginning to keep sync with the client. - after firing the bullet, the server send to all the other clients the same fire message
- the clients fire the bullet, applying the same mechanism as the server.
So for the bullets, that’s pretty accurate. But for the player movement it’s less because of the unpredictability of the movements
With this, the server needs a bandwidth of about 144 kbytes/s for 16 players.
I said it was horrible also to synchronize game states, all the entities and so on. And also it’s limiting in term of visual effects.
In a single player game it’s not an issue if for exemple an explosion effect goes through walls (it’s quite common …), as you don’t see behind the wall
But here as there may be another player behind the wall, all the effects should be well contained to avoid breaking the purpose of the fog of war.
So this is very limiting … in a single player game I could do way better effects with tons of particles and big plasma waves and so on … without worrying about collisions with the environment …