First step towards Multiplayer down!


Today was a pretty big day, though you might not guess by looking at the project. Most of the changes were under the hood.

In the past, I'd been storing things like lives, score, corn, coin fragments, and health in a node in the scene; this worked well, but didn't discriminate well by player if there's more than one (which should be an option), and didn't carry over between scenes. Now, I've got an "Autoload" node that handles this for me, and remains consistent throughout the game.

I don't think anything broke, though I do want to clean up my code a bit before adding networking and new levels. (You'll actually notice a "Next" button after finishing the stage, but it just circles back around to the current level all-over-again at the moment! Not necessarily always a bad thing, but not what I have in mind.) If you happen to notice something that just feels wrong between stages, do let me know in the comments so I can correct it.

Planned platforms are ENet and Steamworks (if you're logged in and registered as an owner of the game). I can probably work others in later. Everything is designed to respawn after a short time, so these stages should work well in a two-player mode. See it sometime in the future.

Files

Gummy World - Linux.tar.gz 123 MB
Nov 08, 2023
Gummy World - Windows.zip 122 MB
Nov 08, 2023

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