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Cycles3D is a game where you pilot a futuristic motorcycle that creates large walls around other motorcycles to force them to crash into your wall.

Post news Report RSS Cycles3D Week 2: Laying the groundwork

Most of the necessary infrastructure; including a console system, in-game chat, waiting room, dedicated server and more are now undergoing internal testing!

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As much fun as it is to work on the game, there's a lot of other chores that need to be done first. In just eight hours of work thanks to the Unity engine managing much of the behind-the-scenes tasks for me, I was able to get through this laundry list:

  • Version checking on client connections
  • Dedicated server with full screen console
  • Support for passwords to join games
  • Complete console system with commands for player listings, chat, level changes, and more
  • In-game chat
  • Kicking and banning (for the lifetime of the process)
  • "Waiting for players" area

Figure 1: Pull-down console

Figure 2: Wait screen

The wait screen comes into play when a player joins an empty game, and stays resident until a second player comes in. The behavior isn't set in stone of course, but it's a good start.

Coming Next

Now that these chores are done, I can get back to focused game development. Now I have to go through this list of features:

  • Have a 5 second timer and all cycles stationary when the game is initialized so everyone can look around and get oriented.
  • Following that, all cycles quickly accelerate to their default speeds.
  • Score keeping
  • Lots and lots of testing (makes me glad I have four computers to test with!)

The original Cycles3D had single player and "rugged" network play...once this latest list is done with, Cycles3D 2 should have as much game play as the original did. That's a critical milestone that I think will warrant an alpha release. Stay tuned for updates. In the meantime, go ahead and check out the other stuff I programmed by clicking the icons below!


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