Network Test 2
Pre-releaseInput buffering and special handling is probably in-line with what the final game will be.
Most of the other changes are working on the things around raw gameplay - setting up the core rematch loop, saving mapped inputs, tracking rounds won separately from games won, etc. Also can more-gracefully handle disconnections with your opponent, and should be able to rematch without completely closing out the game.
There's enough completed here that I'm interested in running another network test with other folks, which is why I'm creating a release now.
Getting any feedback on the gameplay dynamic with this initial character will be good, since I'm using them as a baseline for setting up all of the other characters.
Note: Hosting online matches will still require the host to forward port 9999 to their computer. There's intent to improve this in the future, but it's not priority yet.
How to Play
You should be able to download the zip file for your system (assuming Windows / Linux) below & extract it. From there run the game and it should (🤞 ) work.
Aside from online, you can also play locally with another player. There are technically "CPU" opponents, but they're not fully compatible with the new "rematch" system.
The game should generally play nice with controllers and keyboard, though the initial menu doesn't respect the controls you rebind for gameplay. See the note in-game for a quick summary of what to do.
What's Changed
- Buffer inputs by @SamBumgardner in #16
- Handle desync by @SamBumgardner in #17
- Save input mapping by @SamBumgardner in #18
- Improved rounds by @SamBumgardner in #19
- Defensive special by @SamBumgardner in #20
- add counterhit indicator to combo tracker by @SamBumgardner in #21
- Input refactor by @SamBumgardner in #22
- Postgame menu by @SamBumgardner in #23
- Release prep by @SamBumgardner in #24
Full Changelog: v0.2.0...v0.3.0