Rivalry Status Update #105 - Bug Fixing
Author: indiefoldcreator
Date:
Wed, 23 Oct 2024
Game: Rivalry
Genre:
Casual, Indie, Simulation, Strategy, Early Access
Developer: Kew McParlane
Release Date: Fri, 22 Jan 2016
Developer: Kew McParlane
Release Date: Fri, 22 Jan 2016
Over the past week I have fixed a variety of bugs relating to the mapping feature with now only a few remaining!
Initially there was a problem whereby props in the Arena would begin to jitter more and more violently as time went on until they began to teleport in and out bounds of the game. I found that this was caused because of the inbuilt Unity physics fighting against the server which was trying to update each props location. This was fixed by ensuring prop objects are stripped of certain physics components.
The second bug to be fixed was whenever a network game was restarted the previous arena and players would fail to be destroyed. This meant that while you were choosing your weapons and skins the players from the previous game were able to climb in and around the new players. When you started the new game all arenas would be destroyed and the new and old players would fall into the void below.
(This is a recreation of what it looked like when restarting a network game)
This was a result of the game trying to destroy the actual reference to the prefab itself instead of the instance of the prefab.
The third bug was simply that when joining a game if the previous player had already chosen an arena, your game would not know what arena had been chosen. This was fixed by adding the current chosen arena into the join game command.
The fourth bug was an issue whereby on the client side, network mouse cursors were limited to a small square in the centre of the screen. If they tried to surpass this square they would teleport to the opposite of the square. This was caused because the mouse coordinates were parsed as a “short” which is a 16 bit integer value. This meant the maximum a mouse coordinate could travel was 32,767 and when this was surpassed it would overflow to -32,768. By changing this to a 32 bit value the maximum a mouse coordinate can travel is 2,147,483,647. Which should surely be enough…
Now with the major bugs fixed... It is time to design and make Arenas!
Remaining tasks are now
Initially there was a problem whereby props in the Arena would begin to jitter more and more violently as time went on until they began to teleport in and out bounds of the game. I found that this was caused because of the inbuilt Unity physics fighting against the server which was trying to update each props location. This was fixed by ensuring prop objects are stripped of certain physics components.
The second bug to be fixed was whenever a network game was restarted the previous arena and players would fail to be destroyed. This meant that while you were choosing your weapons and skins the players from the previous game were able to climb in and around the new players. When you started the new game all arenas would be destroyed and the new and old players would fall into the void below.
(This is a recreation of what it looked like when restarting a network game)
This was a result of the game trying to destroy the actual reference to the prefab itself instead of the instance of the prefab.
The third bug was simply that when joining a game if the previous player had already chosen an arena, your game would not know what arena had been chosen. This was fixed by adding the current chosen arena into the join game command.
The fourth bug was an issue whereby on the client side, network mouse cursors were limited to a small square in the centre of the screen. If they tried to surpass this square they would teleport to the opposite of the square. This was caused because the mouse coordinates were parsed as a “short” which is a 16 bit integer value. This meant the maximum a mouse coordinate could travel was 32,767 and when this was surpassed it would overflow to -32,768. By changing this to a 32 bit value the maximum a mouse coordinate can travel is 2,147,483,647. Which should surely be enough…
Now with the major bugs fixed... It is time to design and make Arenas!
Remaining tasks are now
- Finish up arenas
- Sound effects and music
- Complete network game lobby UI (make pretty and complete all network game modes).
- Complete network game restart UI (make pretty).
- General bug fixing, tidy up and enhancement of look and feel..
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