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Home Page: http://tunnelers.tk
License: GNU General Public License v3.0
The resurrection of the Tunnelers game, in Unity3D
Home Page: http://tunnelers.tk
License: GNU General Public License v3.0
Stupid, straightforward bots are needed to atl least make the game playable alone, possibly off-line. They should suplement the player count, and be replaced once a real player joins.
I check-box beside the input field in the name dialog would be nice.
Digging (in multi-player) isn't done yet.
In main menu, to mute all sounds and music. Many requests on this (about 2).
The intro scene can be skipped by pressing Space. However, sometimes (most of the times) after pressing Space, and the loading of the main menu, the fade animation presists, fading the menu out, and the dissapearing , hurting the eyes if the player.
The shooting origin needs to be placed into the heart of the tank.
Network.Destroy ()
is not buffered, so anyone who connects after the destroy still sees the tank, jumping abouve the base. Solution: http://playblack.net/zee-code/unity-3d-networking-appendix-1
They are needed in order to port the game to mobile.
It's not lagged, it's jaggedy, and looks really ugly.
The transition to Unity 5 left a lot of GetComponent <Rigidbody> ()
and GetComponent <NetworkView> ()
lying around, considerably slowing the code down. This needs to be fixed.
The exit button is only shown when on the Client tab in the main menu.
The rendering of the client and server buttons is confusing, client looks like it is selected or maybe server is selected... on the initial loading of the game... I believe this menu could be refactored to avoid confusion. From context, I believe the client is actually selected and there are no games currently found... perhaps the menu could be refactored using a tab interface instead of a button interface... is that what you were going for? Also the Login name menu... having multiple menu-ing is kind of weird... one menu should happen first and then the second...
Immediately following the server launch, when now players are connected... the interface still reports one player being connected. Sorry for being pedantic, but the server does not really count as a player; you should decrement count by one and maybe the cap size as well... right, 32 players for the game?
This creates confusion, because the game already says that there are no game found.
Right now the project is a giant tight web of code. It has to be modulirized, since it's open-source.
May be a reference to #6.
I should really start doing this, it is an open-source project after all.
Just a NullReferenceException
is thrown.
And clean it up. It's very confusing when it's together. References #8.
Prevents input errors, the bug when the game thinks a key is pressed although it's not, and it's generally more robust.
Right now the position syncing is very laggy and unprecise. This needs to be fixed ASAP.
Having wrapped up #5; I am still looking at what in the game is failing when the system resets... I am wondering if your trying to access objects that have been deleted. These are the errors that I presently see when the game restarts. I can look this up when my pull request is integrated! I think most of these errors are related except the missing object reference issue... that could be another thing.
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