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Updates - Posted on: 5/28/2016   [Friction]



I setup "object pooling", but the problem with bullets spawning behind the player at high speeds still exists.

Also, the pooling causes the bullets to randomly be visible. In the image above, notice you can see a white sphere in the left screen, but nothing is visible in the right screen - even though the bullet is still colliding and producing no errors or warnings!

Maybe the network data isn't being sent fast enough to fully activate or sync the object? I think these must be bugs or I'm attempting to do something the Unity networking system wasn't meant to do...

So, I have three options right now...
- significantly reduce the player movement speed (so bullets don't spawn behind player)
- create a firing system that relies on raycasts, instead of real bullet collisions.
- or, find a new networking system.

I'm putting this project on hold until I figure out what to do.



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Discontinued... 10/31/2016
The game "Friction: Battle Arena" has been discontinued for the time being.
New Fog FX 10/12/2016
I added the new fog asset and it looks really amazing!
Updates 7/18/2016
I became overwhelmed trying to find solutions for several bugs. So, I'm taking a break from this game for a moment.
Updates: Cover Art 7/10/2016
Tried to make some nice cover art for the game. Also reworking the startup functions.
Updates 7/9/2016
I updated the graphics for the select screen and the heads-up-display.
Updates 7/8/2016
I added network objects to the "beach" and "snow" levels. So, there are 5 different maps now, but I will probably condense those or only include the best ones in the finished game.
Updates 7/7/2016
I made several cool updates today. Also, a friend helped me test the game!
Updates: Homing missiles... 7/6/2016
I updated the rockets to act like homing missiles. It was difficult to setup but the effect looks re
Updates: Character Select Screen and more... 7/5/2016
I finished working on the character select screen, the player skill/stats variables, and I added exp
Updates 7/4/2016
Different player vehicles have been added. I had to rework the custom network behaviors to allow for a "character select" variable. I also started working on the character select screen.
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