Player Inventory is saved with the worlds now. This was a bad bug (and could cause crashes) so it is nice to have it fixed now. I discovered a bug in last weeks build that prevented the buildings health from being saved in levels during the campaign mode. I needed to create a new system to put the skies in the levels and this is the foundation for the weather system as well.īuilding health is saved with the level. Here is a list of the things I fixed for 0.3.9 :Īdded skies back into the levels. These builds are known to not be fully functional, but if you would try them out and help me uncover any bugs, it would be a great help! You can grab the latest build from your user page.īecause everything is still not 100%, I am not updating the auto update for this week's 0.3.9 release. So for this week I focused on fixing all the stuff that ended up getting broken in last week's 0.3.8 build. I will continue the march of improving the game modes, fixing the bugs (getting multiplayer campaign mode working) until version 4.0. If you do find a bug, please report it to the forums. I hope you will give this version a try and help me track down any of the bugs I may have missed. In fact, the levels are at a slightly degraded state, since they have been rebuilt using the new system and they are not fully finished. It allows multiple save games, tracks all your progress separately in each game world, and defines the rules when fighting in battles.Īs you can see, while there was quite a lot of work going in, most of it was 'back-end' work, so there have not been any visual updates. The campaign game mode is the first mode to take advantage of all the previously mentioned updates. This will also be in charge of the weather, and other world level events, like a territory changing hands. This system relays messages between the world and the other players, and also handles the basic networking systems. I needed a system to handle all the interactions you can do in the 'game world', so I created the world manager. I also made it so this system could be bypassed, so you will still have full access to all the parts in Arena mode and Siege mode. This is integrated into the campaign mode Garage, under the store tab, allowing you to buy and sell different parts. I created a manager for handling all the inventory transactions, making sure that it would work and be secure over multiplayer game modes. This saves me from having a bunch of special levels for the Arena and Siege mode game types. This, coupled with the new level system, should make it much easier for me to create levels that work across all game modes. It also needed to properly work with the new dynamic level system, so it couldn't rely on hard coded values (like the old system did). The old gameplay system was too hard coded with Siege mode game type rules, so a new, more modular system, was needed. This custom level format will also make it possible to have mods that have custom levels. Because this required building levels in a new manner, I needed to create a custom level editor to help with this. The default unity levels could not provide this feature for me (each level in the older builds was ~90mb). I needed a way to store multiple versions of each level, along with various changes to the levels, and it needed to be able to scale up to hundreds of levels. This was created to overcome some major issues I was running into with the default levels. There are too many changes to go into much detail, but here is an overview. As such, there is a new section in your user page that will allow you to download any of the older Alpha builds, just in case this release (or a future release) breaks something for you. This build is *very* Alpha, and because the code changes over the past weeks have been so great, there are some features from older builds that I am not sure are still working completely.
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