Hello,
Last few day i spent on refactoring server code and redesigning architecture on client side for ECS like, but to be honest most of it is event based approach.
Anyway it feels much more better than before when i reached code complexity critical point and further development wasn't possible. Right now adding new things is much easier, still there's a lot of to improve and optimize but i think it's possible to work with current architecture without much hassle and this was the main goal.
On the video I'm presenting few new things:
- server info on the intro screen (it's being refreshed each 5s)
- added HP component to the entities
- added first melee attack.
- added system handling animations (in this case attack)
Melee attack is taking between 1-3 dmg, atack is possible when closer than 5 units and for now. When entity hp falls below 1 it reset to the full. Death it's not planned yet :D As You can see hp information is nicely refreshed in the target and player panels.
Next on the board I think is displaying validation information about skill range, wrong facing on player etc. And after that I think I'll work on tick synchronization between client and server. It might be tricky because networking is handled by worker thread but we will see..
After having sync tick clock I will be able to work on entity interpolation and client side prediction. It will add smoothness to the player and entities movement
Hope You like it!
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