Since the framework I am using doesn’t bring much to the table in regards to net code and all the strings that are attached to multiplayer infrastructure, there’s a lot of tinkering, trial and error and, admittedly, sometimes frustration. Not to mention that testing a multiplayer setup as a solo-dev adds another layer of difficulty to the task - Did I hear someone say (upcoming) playtests?
But things are going forward, and I am positive that we take some of the next steps together soon. So stay tuned, you’ll be the first to know when it’s time to grab your friends and go exploring together (and let them drop off a cliff, probably).
[b]Best regards
Wookie[/b]
PS: There's also a little update attached to this news, which contains small improvements and fixes that came along during the work on the multiplayer mode. Please see the changelog below:
- Another iteration of controls responsiveness
- Improved jumping behaviour.
- Easier ledge grabbing (just hold button for left or right during jump)
- You can now jump with weapons drawn. (but no shooting).
- Improved movements on grappling hook when characters are close to the hook.
- Improved crane lift magnets.
- Overhauled the challenges menu.
- Continue button should now work instantly upon finishig a level.
