Milestone: First Successful Networked Battle Scene!


While not especially difficult to re-create portions of the base game, it has been extraordinarily challenging converting the game over to a networked game. Today, I am  happy to announce that I was able to successfully perform a synced network battle animation across all clients.


I was nervous about implementing this, but it was fairly trivial with the way the current battle animation system is setup. Battle animations are setup and played through with an array of flags (C# Enum Flags, to be exact) so they can be played in any order. The end result is known by the server before the clients even begin rendering the animation flags that the server passes it. 

Still  though, a lot of work remains in testing monster effects. Not to mention the state of the code base right now is less than ideal, as many things are being moved or re-written in new classes and files. There is work to be done removing references to old code, and clarifying the code that is there in case the source code is released. 


Without further ado, enjoy this short clip:

 

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