Networking and Networking

Over the weekend I caught up with a very talent local Perth developer called Claude. We caught up for a coffee and talked about our respective projects. Claude has been working on his game for a similar time to what I have but has build his engine from the ground up! Not only is he a great coder but has done all his own art as well and from what he shared with me I can say that he is a game developer of great talent. We had quite a long chat and I left feeling very inspired for the weekend ahead.

Building on this inspiration I dove head on in to some more networking code and after 2 very late nights was able get the inventory system converted to support networking as well as adding loot containers and serialisation to file as part of the chunk. What this means is now the only major outstanding element of network implementation is that of the inhabitants of the the Little Bit Lost world, the ants, spiders and other arthropods.

So ideally the end of the month should have me back to adding content and play testing on a network. This time last year I was not a fan of network code. Comparatively this year many lessons learned have made it enjoyable and the prospect exciting. Below I have included a test I am doing to make crafting more intuitive.

It’s Been A Wee While..

It’s been a long while between posts but I thought I would jump on let you all know what I have been doing and how Little Bit Lost is progressing.

Since the last post I have been to PAX Australia, Mauritius for a family holiday, I have had one of my oldest friends visit, I have had my parents visit, I have passed the Unity certification exam and most recently have participated in the Global Game Jam. Needless to say it has been an intense few months but very enjoyable.

As busy as it has been there has still been plenty of time for development and Little Bit Lost is feeling more and more like a real game everyday. Just this week I feel like that light at the end of the tunnel has really become a visible thing despite still being a significant distance away.

As part of the development of the peacock spider I wanted to continue to grow the base script for all insect and bugs. This makes it easier to implement a new creature once the model is done. As a result I slowly lead into designing for multiplayer networking…

Networking has been an area that has intimidated me since this time last year, but it’s a feature I was not willing to compromise on. So I continued working on some of the structures and ended up rebuilding a lot of the network code that I had already implemented. The result was faster and better constructed code that, I can happily say, will mean that Little Bit Lost will be a network game. This does come with some caveats at this point and that is that it will likely be designed for Local Cooperative Multiplayer only at this point.

It does meant I don’t have much to show for the last few month of effort but I have recently just finished re-implementing the network version of the inventory system so within the next month or two I plan to get heavily back into implementing more content and polishing the existing content.

So this year is going to be a massive year for Little Bit Lost and hopefully there will be a lot to share along the journey.