Multiplayer Improvements and Multiplayer Inventory!
Hey Guys!
Sorry its been a minute (about a year) since the last update! I've been working hard on getting more things with Multiplayer working. I also started a new job at Red Storm Entertainment!
I've been hard at work improving the foundation of The Desert's Rose and making it a multiplayer game. Part of the reason it has taken so long since the last update is because I've been working on some of the more tricky parts of multiplayer such as the Inventory.
Player inventory now works in multiplayer! This took a lot of work because when you are making something for multiplayer, you have to specify what you want "Replicated" to the clients. For an inventory, you only want some things replicated to clients such as the item in the world. But for some things, you don't want replicated such as the inventory icons for the individual player. The good news is, its working! And this is a big step forward!
As I improve the foundation of the game, I can then move onto more new content and story driven gameplay which I think we are all looking forward too :D
Thanks again guys! Have a great New Year!
October 14th 2022
Hey Everyone!
I hope you had a great summer! Since we last talked, I've been working on multiplayer for the game. Thee progress is actually going good, I've been able to join the game and interaction seems to be working. Currently, the multiplayer implementation is still in progress so its not really ready yet but you will see its about 75%-80% there. Once I have multiplayer working over Local Area Network (LAN), I will then implement Steam and other platforms so the multiplayer will work using those applications and it wont be restricted to just the local network.
Here is an official list of what is in the update:
Implementing Multiplayer/Replication (Still in progress)
Fixed return button from multiplayer on main menu.
Fixed left hand menu interaction component to work with main menu.
Made Steel Drums non-breakable.
Fixed various placement of items in Level 1.
Changed lighting for Level 1.
Created moveable candle light and using baked light for wall sconces.
Fixed issue with spawning into Level 1 causing items to break.
Refactored Player Character class with the Player Hand implementations.
Made various items non-breakable (Dice, kitchen utensils, logic toy)
Fixed doors crashing in multiplayer.
Fixed Cafe Table (Round wood table)
Fixed issue with wood boxes flickering in multiplayer.
Stay tuned for more updates! <3
July 23rd 2022 News
Hey All!
I've been working hard on implementing multiplayer. Its required me to rewrite how the hands work so I'm currently fixing all that at the moment. Its mostly working but I have to fix a couple of things then I can resume work on multiplayer specifically.
If you are curious about the details; its because the way I was handling hand movement needs to be done differently for VR and multiplayer. I had the hands as their own things they would get attached to the player once you spawn in. However, for multiplayer it requires the hands to already be a part of the player. To fix this I basically had to merge all my code for a single hand into the player and handle both left and right hands inside the player class.
Long story short, I'm making good progress and I didn't want to leave you guys hanging. At the moment I have two players able to join and enter the same world but the hands for the 2nd player don't work so that's what lead me down the rewrite.
Stay tuned for more updates!
June 19th 2022
Hey All, I tested and got the game working with the Oculus Quest 2! It simply requires live link/air link to play. I also fixed a couple of random bugs.
July 15th 2022
Hey All and Happy Summer! I've been working hard on some updates for us:
Implemented OpenXR; This should allow for other headsets to be used.
Fixed issue with hand placement on bow and arrow.
Fixed issue with bow being added/removed from inventory
Made it so wrist watch is hidden when grabbing things with the watch hand.
Added Gameplay Options menu for adjusting things like reach distance, watch hand, etc.
Reduced the amount of flicker for menu button highlight.
Adjusted hand placement for two handed weapon.
Fixed issue where arrow from bow would sometimes disappear in hand.
Re-enabled physics for doors and adjusted the wrist watch door.
Added logic to close menus when watch door is closed.
Fixed issue with widget interaction arrow was not disappearing.
Fixed issue with modular weapons not being saved to inventory.
Fixed issue with sprint not triggering.
You can keep track of what I'm currently working on The Desert's Rose Trello Board here!: https://trello.com/b/ejbu9xEy/the-deserts-rose
Febuary 27th 2022
Hey All! How is everyone doing? Hope you're having a fantastic new year. I come bearing the gifts of updates!
Added NPC's to weapon store. Quests and NPC interaction coming soon.
Expanded internal editor for western stuff. Basically allowed me to add western dressed characters.
Offset idle animations for NPCs so they don't look like their in sync.
Improved overall fidelity of button pressing on the wrist watch.
Added Saving and Loading.
Created pause menu and added saving and loading buttons.
Added inventory and inventory button. To add items to the inventory drag a grabbed item to the bottom slot of the inventory menu and it will be added when overlapping.
Fixed issue for pressing the buttons accidentally, it now requires the hand overlapping the button in order to press.
I've been working on going through each item in the game and calibrating them to be more/less breakable. Along with that I also changed the damage threshold of some items. I'll probably have to do another round of calibration but for now its working much better.
Here is a list of the things included in this patch:
Added new main menu!
Fixed issue with items floating away sometimes when grabbing.
Refactored BaseItem and BaseHand (fixes general grabbing issues and more organized)
Modified weapons to enable CCD on pickup (this fixes issues with the weapons sometimes going through items)
Changed some items to use static mesh (some items did not break anyway so this is much more efficient).
Implemented grabbing static mesh items.
Fixed issue where items would sometimes break when colliding with yourself.
Fixed issue with level transitions.
Adjusted item on item collision to work better.
Re-calibration of all items in the game including their collision bounds, their collision settings, and break-ability.
Fixed issue where you would sometimes lag when looking.