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Multiplayer futuristic F2P first person shooter with a unique blend of modern and classic shooter elements.

Post news Report RSS New Team Members

We've got new team members. Also, I did things with code.

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We've got some new team members!

Please give a welcome to:

Conor Strejcek, our sound designer/engineer,
Adrian Harmsen, our 3D artist

And I, Alan Stagner, will be the main programmer behind the project.
I expect now that we've got a nearly full team we can start work on the early graphical and gameplay demos for you guys. Until then, I've been putting in a lot of work on a multiplayer gameplay prototype.

I've fairly well dedicated myself to a server authoritative network system. This would be not at all unlike all Valve games, and in fact many techniques have been borrowed from the Source engine. I haven't decided whether I'd like to allow for player hosted servers or have them hosted cloud-style, booted up on demand. They each have pros and cons.
Still, being server authoritative will mean a reasonably cheat-free environment as compared to many other games. Some cheats will still be prevalent - we can't really prevent aimbots, speedhacks, ESP, and many others - but what players WON'T be able to do is walk through walls, super jump, instant hit kill targets from around corners, have infinite ammo, be invincible, etc as all of that is controlled by the server and the client has absolutely no control over it.

That being said, my prototype is going fairly well. It's completely server authoritative as mentioned, and I've got a nice and simple loop of spawn -> kill -> die -> respawn lather rinse repeat. More features will be added of course (working on scorekeeping, determining a winner, restarting the round, etc).

Anyway, I'll keep hacking away at this prototype, and I hope to be putting up more posts, demos, and also (hopefully) pretty pictures very soon.

Until next time.
- Alan Stagner

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