Networking Pass 1
Multiplayer (should be) live!!!
This is a major update and our first (real) networking pass.
Updates:
- Click host game and you (should) have a Steam lobby and anyone who joins a game (should) be able to join you! Both click John, click play, and play together online.
- Zombie Tier 2 is now alive. The horde is stronger. We'll talk about that later.
Networking Pass 1?
- Networking is definitely the unsung hero of coding. It really doesn't matter till it works. MOST future updates will also have some sort of networking updates but I probably won't publish a "2" until something substantial happens with Networking. Just know that it's always evolving, and hopefully for the better.
- As of right now multiplayer has no filters so technically any playtester could play with any other playtester regardless of friend status, this will be updated obviously and eventually I'd like full lobbies, friends only lobbies, private lobbies, etc. Just keep this in mind there is an above 0% chance you could play with someone else in this playtest without inviting them if they are looking for a game when you are hosting.
- Multiplayer is definitely not finished. Joined player does not see hit fx and their two secondaries don't work as intended yet. This is known and will be fixed in a full weapon pass coming soon.
What about Zombie Tier 2?
Yes he lives! This is the "single player" bone I'm throwing. This should make the mid-game feel harder while the end-game probably feels the same. This isn't a full enemy pass and it actually exposed a lot of things a future enemy pass 2 will need to fix. That's not what this update was meant for so it will be done later during an actual enemy pass 2.
What's next?
Definitely an actual pausing during multiplayer, resetting during multiplayer, reviving in multiplayer, and enemy pass 2/enemy 2.