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Introduce better player experience #6
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Work on This involved better UI and a more manageable inventory system Inventory System
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Work on
Start to work on initial inventory system UI. |
…. Still need to hook up inventory system for network sync within InventoryManager system
…. Still need to hook up inventory system for network sync within InventoryManager system
…. Still need to hook up inventory system for network sync and bug with shield equip push agent back
…ee inventory always sync (include items + ammos). And will cause initial slowness in sync
…ee inventory always sync (include items + ammos). And will cause initial slowness in sync
With latest commits, complete following across network sync
The high level design is following: When an action is trigger on client side, will send the action steps, currently cover following:
To Server, server then base on logic and process:
The reason second step is important is it is possible the client may miss an update in past, and so cause this transaction to fail, so use this opportunity to "force" the setup However, it does produce more network load especially during lot of agent creation steps. Create a defect to track it |
…ee inventory always sync (include items + ammos). And will cause initial slowness in sync
…ee inventory always sync (include items + ammos). And will cause initial slowness in sync
There is also still some problem with inventory drop/usage. Sometime clients are not sync up with server:
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This is fixed in latest commits:
However, for the health not recover issue, it seem it did recover, but just always not propagate fast enough depend on network situation, so will category under this issue |
…h team and whatever each team will auto generate new bots along with player, fix the health heal not reflect immeidately in UI, fix issue where after server finish a game, cannot create another server game
Following are fixed in the latest commit This wrap up this round of initial implementation |
Game Screen
Initial Screen/Server Screen/Join Screen
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