At this point in time, the basic framework of the game is put in place. We can (theoretically) pretend it's a normal game without cutting any corners and have fun playing as consumers rather than creators at this stage.
With that said, there's still a lot to do, such as:
Art. Lots more sprites and visual polishing needed.
Nerfs. Nothing's balanced. Water and Glucose are TOO op
More blueprints/compounds. We only got a few done from the list of >10 for the final deal.
Bugfixes. Lots of undesired behaviors floating around to squash.
Optimization. Runs fast in most cases but rendering can slow down due to excessive object count.
Security. Click bombing protection, anti-cheat via moving all behaviors to serverside.
Currently, the features of the game include:
Automatic matchmaking
Name your own teams
Private matches
Scoring system (6pts per kill, 2 per assist)
Customizable map system with vents and fire pits
Over 10 blueprints and 5 types of compounds
Basic HUD including timer, compound selection, score, atom list
Elegant handling of disconnects
Room/Team system- play with your friends!
Multiple map configurations such as 2v2v2v2 and 4v4
Custom atom sprites for the most common atoms such as H, He, Li, O, C, Na, Cl
Health/damage system
Easy blueprint creation via JSON
Player death and spawnpoint handling
Chat system with commands
Great job everyone, and I hope to make another one of these incredibly large PR's when Beta comes out later this month 🎊 💯
FIRST MAJOR UPDATE!
At this point in time, the basic framework of the game is put in place. We can (theoretically) pretend it's a normal game without cutting any corners and have fun playing as consumers rather than creators at this stage.
With that said, there's still a lot to do, such as:
Currently, the features of the game include:
Great job everyone, and I hope to make another one of these incredibly large PR's when Beta comes out later this month 🎊 💯