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This repository has been archived by the owner on Feb 17, 2023. It is now read-only.

cjntaylor/chasingshadows

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Chasing Shadows game

It's a game! With babies! And teddies!

Play coop to solve puzzles!

Theory

The client is i/o. The server is the authoritative game state.

Add/Remove objects are broadcast immediately. Updates are broadcast as partials at the end of the update step.

TODO

game objects

  • test with two players
  • make a level, with sprites (need sprites)

collisions

  • add collisions to walls

enemies

  • make an enemy
  • enemies damage player (add knock-back)
  • player health
  • transition into "dead" state (need sprites)
  • add an object registry?
  • add unity style "behaviors?"

attacks

  • projectile
  • bear attack

cleanup

  1. doesn't keep track of player when you switch tabs
  2. transition into standing sprite (need sprites)
  3. rename player actions object structure (action/which is confusing)
  4. record elapsed time of button press ~ the server should make partial moves

improve render on the client

  • client should have an update loop
  • this loop is for RENDERING only
  • objects should move based on current trejectory, to move at a higher frame rate
  • the server will send in updates, objects will snap to them directly
  • if the client predicts correctly (normal case), then it won't jitter
  • this will reduce the overall jitter

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