Closed danilko closed 3 years ago
Work on As a player, I want to able display both weapon system status more cleanly
This involved better UI and a more manageable inventory system
Inventory System
Work on
Start to work on initial inventory system UI. User can trigger through "B" key while in game to trigger inventory
With latest commits, complete following across network sync
The high level design is following:
When an action is trigger on client side, will send the action steps, currently cover following:
To Server, server then base on logic and process:
The reason second step is important is it is possible the client may miss an update in past, and so cause this transaction to fail, so use this opportunity to "force" the setup
However, it does produce more network load especially during lot of agent creation steps. Create a defect to track it https://github.com/danilko/topdown-2d-multiplayer/issues/8
There is also still some problem with inventory drop/usage.
Sometime clients are not sync up with server:
This is fixed in latest commits:
However, for the health not recover issue, it seem it did recover, but just always not propagate fast enough depend on network situation, so will category under this issue https://github.com/danilko/topdown-2d-multiplayer/issues/8
Following are fixed in the latest commit Usage of item did not reflect health -> Fix As a player, I want better way to indicate which user I join as part of start/join server instead of current numeric team representation -> Fix now with team name indication and team color As an admin, I want a way to control map's team setup (initial amounts etc.) during server setup Demo https://www.youtube.com/watch?v=DLI8xl845ag
This wrap up this round of initial implementation
Game Screen
Initial Screen/Server Screen/Join Screen