Final game.
This game was made in a few (around ~8) hours to be used as a proof of concept of a talk I made for Godot Online Brazil 2020 which theme was the usage of WebSockets in Godot for real time multiplayer.
You can download the respective current version of the game for these systems:
Some notes:
- Always run the project from the
AutoPatcher
file, to keep you in the most recent version; - You may notice in every update a download of ~30MBs, the project size isn't increasing this much, it's just that the patcher doesn't has any diff algorithm, it just download the entire
.pck
to replace the current one.
To run this locally, you'll have to export two versions of the game:
A simple local server should have the following .env
file at the project's root:
SERVER=1
This project contains already the godot-server
binary to run the build contained in builds/server
onto a Linux server;
I'm using GodotEnv to manage the .env
and anything other than 0 is true to SERVER
.
A simple local client have the following .env
file at the project's root:
SERVER=0
SERVER_URL=127.0.0.1
Copyright © 2020 Lucas Coelho <lucascoelhodacosta@gmail.com>
This work is free. You can redistribute it and/or modify it under the
terms of the Do What The Fuck You Want To Public License, Version 2,
as published by Sam Hocevar:
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.