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1369156 Posts in 64312 Topics- by 56300 Members - Latest Member: 08jack

November 12, 2019, 06:07:12 PM

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TIGSource ForumsCommunityDevLogsPico Tanks - Multiplayer Mayhem
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Author Topic: Pico Tanks - Multiplayer Mayhem  (Read 14501 times)
PandaArcade
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« Reply #120 on: May 21, 2019, 06:04:52 PM »

Pico Tanks Beta Version 11.0 is out!
Changelog: https://www.pandaarcade.com/picotanks/changelog

- Brand new tutorial level
- Firing range to test your loadouts
- Updated energy bar for abilities
- Feedback for multi-kills

Beta signups: https://discord.gg/rBHzEMd

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OddesrLab
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« Reply #121 on: May 22, 2019, 03:31:10 AM »

The design of the tanks is really charming and overall I love the design.

Great work!  Beer!
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PandaArcade
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« Reply #122 on: June 05, 2019, 06:33:43 PM »

Thank you so much OddesrLab! James is our artist, if you ever have any questions you can ask him here or chat with him directly in his channel on our Discord server Smiley
https://discord.gg/rBHzEMd
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Noah,
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« Reply #123 on: June 06, 2019, 05:51:30 AM »

Fun with new projectile types. Here is a swarming missile test =D



Since Pico Tanks is multiplayer to sync the projectile across clients we send the projectiles initial position, velocity and launch time. When the message is received by another player we can fast forward the projectile to it's correct location. The noise function uses the projectiles network ID added to the projectiles lifetime to generate a random position, this way each projectiles movement is different but also deterministic.

Great work. How did you sync up the launch time?
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PandaArcade
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« Reply #124 on: June 06, 2019, 04:35:03 PM »

Great work. How did you sync up the launch time?

Thanks Noah Smiley  All clients have a game time that gets synced before the round starts.  When clientB gets a fire projectile message say 200ms after it was sent by clientA, clientB can recreate the projectile because they know how much time has passed since the projectile was fired and can faster forward the projectile to where it should be so all clients are in sync.  You can see how this works in this video...





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PandaArcade
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« Reply #125 on: June 06, 2019, 05:57:53 PM »

Pico Tanks Beta Version 12.0 is out!
Changelog: https://www.pandaarcade.com/picotanks/changelog

- Player commendations for every round! Most eliminations, damage, healing, objective time & more
- Homing missile balancing change

Beta signups: https://discord.gg/rBHzEMd

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JobLeonard
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« Reply #126 on: June 07, 2019, 01:46:04 AM »

All clients have a game time that gets synced before the round starts.  When clientB gets a fire projectile message say 200ms after it was sent by clientA, clientB can recreate the projectile because they know how much time has passed since the projectile was fired and can faster forward the projectile to where it should be so all clients are in sync.
So a deterministic engine? Kinda like how Age of Empires did it way back then?
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PandaArcade
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« Reply #127 on: June 10, 2019, 04:05:55 PM »

We're using Unity which is not a deterministic engine but we have made our projectile movement deterministic.  Sorry I'm not familiar with Age of Empires.
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JobLeonard
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« Reply #128 on: June 11, 2019, 12:09:46 AM »

Quote
We're using Unity which is not a deterministic engine but we have made our projectile movement deterministic.
Mixing determinism with non-determinism tends to be quite tricky, right? Nice going for pulling it off!


Quote
Sorry I'm not familiar with Age of Empires.
I think you'll enjoy this then:
https://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php?%20single_page=true
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PandaArcade
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« Reply #129 on: June 11, 2019, 06:19:55 PM »

Mixing determinism with non-determinism tends to be quite tricky, right? Nice going for pulling it off!
Hmm what we've setup is rather simple and we're definitely not experts. Maybe one day we'll right an article about it for everyone to pull apart Tongue


Sweet I'll have a read when I get time, thank you!  Smiley
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PandaArcade
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« Reply #130 on: June 12, 2019, 04:47:38 PM »

Our first Casual Connect was really fun! We had to be a little creative with our booth as we had limited space. What do you think?

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PandaArcade
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« Reply #131 on: June 16, 2019, 04:05:42 PM »

This is what our tanks look like in development:



Jump on our Discord for more behind-the-scenes screenshots and to sign up to the beta! https://discord.gg/rBHzEMd
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PandaArcade
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« Reply #132 on: June 18, 2019, 03:23:35 PM »

Try out your loadouts in the new testing area!




Sign up for the beta at https://discord.gg/rBHzEMd
And make sure you're on our mailing list - big news is coming soon! http://eepurl.com/dODw0r
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JobLeonard
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« Reply #133 on: June 19, 2019, 06:26:50 AM »

Our first Casual Connect was really fun! We had to be a little creative with our booth as we had limited space. What do you think?

Looks like an excellent solution Smiley

How was the response?
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jitspoe
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« Reply #134 on: June 20, 2019, 02:30:44 AM »

Great looking aesthetic you have going on there! Hand Thumbs Up Right
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PandaArcade
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« Reply #135 on: June 20, 2019, 05:25:14 PM »

Looks like an excellent solution Smiley

How was the response?

Thanks!

Considering it was an industry event rather than a public consumer event, the booth was able to communicate to people what we were trying to accomplish with the game, ie being a cute game with lots of charm and style. Having the tablet hanging up with gameplay video was helpful, too. I think it immediately gave them a good first impression, which meant some were excited to play the game when they came around to our table and they knew what they wanted to discuss with us.

We only had two people from our studio fly over for the event. It helped us to not have to heavily describe the game each time. Casual Connect went over three days, so having an effective booth meant we could get straight to business discussions Smiley

Overall, Casual Connect was pretty good. Pico Tanks didn't win any awards as part of the Indie Prize awards, but we got to meet a lot of great people we haven't had the chance to before. Although we are going to self-publish, it was good to get impressions from professionals in the industry and better understand Pico Tanks' potential value. There were a few people who offered services we hadn't considered before, so it was good to be presented with options especially at this time when we are nearing the end of development.
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PandaArcade
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« Reply #136 on: June 20, 2019, 05:29:11 PM »

Great looking aesthetic you have going on there! Hand Thumbs Up Right

Thank you very much! Our artist, James, does a pretty good job - we are really happy with how the art is turning out as it's a very important part of the game Smiley
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PandaArcade
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« Reply #137 on: June 20, 2019, 10:02:24 PM »

What should we name this little tank?

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PandaArcade
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« Reply #138 on: June 23, 2019, 07:45:35 PM »

See your glorious tank be awarded after each round for: most eliminations, most damage, most healing, best objective time, & more! You could also be voted as best player! Beta signups: https://discord.gg/rBHzEMd



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PandaArcade
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« Reply #139 on: June 24, 2019, 05:48:15 PM »

Gameplay of a 2v2 match in Hold the Flag mode. Despite the enemy claiming the flag, this brave little tank kept a smile on their face. React during gameplay with a variety of emotes to express how that airstrike made you feel.



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