More Strides, More Milestones, More Everything!


Gonna get right to what you guys are waiting for....


This week, I took the time to rewrite some bits of how animations are handled. The prior system was actually handled reasonably well, but there are always improvements to be made in code. The current system works with an enum of "Animation Flags". Animations are coroutines with specific parameters, usually the card that you want to animate. To start an animation, you pass the flags you want to use to construct the animation and your target, and sit back and relax!


This actually translated really well to network play!


In order to sync the animations effectively over the network and not make everyone cry, when an effect or card wants to play an animation they will be going through a new persistent object in the scene. This object is responsible for taking an animation command, and telling ALL of the clients about it so they can all play it simultaneously. Once all connected clients have successfully played the animation, the game will continue as usual.


Yet another milestone in the conversion of the initial 6 day game jam to multiplayer. 


And another one at that: today the project was noticed and shared by Clovis Senpai! (No really, that's his channel name!)

If you're a fan of Duelists of the Roses, you owe it to check out his channel. He's dived in depth to a lot of the game's topics and I often reference his videos while working on the remake. 

Clovis' Video, be sure to check out his channel: 

As everyone else, I have been impacted by Covid-19. If you appreciate my work, please consider buying me a coffee: https://www.buymeacoffee.com/Axiom

Get Yu-Gi-Oh Duelists of the Roses Remake (ALPHA)

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