Devlog #3 - Network planning & Lighting Overhaul
Network Planning:
After implementing the basics of Netcode into my project, I was stumbling around not really knowing where to start or how different aspects should be connected. I decided to make a network diagram of the major components of the game that will need to be networked and what data will be "held" in what location and what it will send and receive to keep all clients in sync. This was incredibly helpful in finding where to start and I will update it with new features when necessary.

Lighting:
While creating this I noticed that the players torch was still not working (still trying to remember to add things to the Trello). After a lot of moving code around trying to figure out how to get the lighting to sync to all the clients, I realised that the current way that I am doing the 2D lighting would take a tremendous amount of effort and network throughput just to have lights. So, I made the decision to change the system entirely. After looking into how other have done lighting in 2D, I decided to look further into Unity's 2D lighting to see if it would be able to work with the enemies and items disappearing when not in the light. Eventually, after a long time looking through forums and YouTube videos I found a video of someone making the same effect from Darkwood that I have included in this game (Link: https://www.youtube.com/watch?v=XWMPEE8O05c). Very happy that I found this as it has also improved the lighting in the game tremendously.
Before:

After:

This new approach also allows me to add colours to the lights.
Colours:
Iterative Design:
This is a very good example of iterative design, being able to use what I learned from the previous implementation allowed me to see howe using a different system can be use to while applying concepts from the previous versions to create a better product a a result of it. This lighting also works perfectly with Netcode and synced to all player with just a small amount of code. I am overly happy with the lighting and will be taking a similar method to my projects in the future.
Get Candy Corporate
Candy Corporate
CANDY FOR THE CORP. Lethal Company inspired game about trick or treating.
Status | Prototype |
Publisher | |
Authors | JürgenWithWings, Embit, FLOART |
Genre | Adventure |
Tags | 2D, Atmospheric, Creepy, Horror, lethal-company, Pixel Art, Short, Singleplayer, Top-Down |
Languages | English |
More posts
- Interview Reflection27 days ago
- Devlog #6 - Enemy Spawning & Syncing45 days ago
- Devlog #8 - Usernames & Finishing TouchesDec 16, 2024
- Devlog #7 - Lobby & Join CodesDec 09, 2024
- Devlog #5 - Item Dropping & InventoryNov 19, 2024
- Devlog #4 - Item SpawningNov 11, 2024
- Devlog #2 - Tracking Bugs (& Version Control)Oct 23, 2024
- Devlog #1 - Deciding Version and Planning ResourcesOct 14, 2024
- Devlog #0 - Starting MultiplayerOct 09, 2024
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