Multispace - A New Take on the Cave-Multiplayer-Shooter Genre - Split Screen and Internet multiplay

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  • kankikanki Posts: 62Member
    Just to let you know, v1.0.7 will bring AI controlled opponents (i.e. AI controlled player rocket ships), and overscan setting for people with TVs instead of monitors. Might take a week or two to get it out, though.
  • kankikanki Posts: 62Member
    Ok, we'll submit v1.0.7 update to Multispace today or latest tomorrow to Ouya. Here's what's inside:

    * Added OVERSCAN to Settings screen for people who play on TV
    * One cannot collide with a base flagpole any longer
    * Misc GUI improvements
    * Positioned clear camera in local 3P mode so that it doesn’t show the playfield
    * No damage when colliding with a base
    * Gravity doesn’t affect physics object mines
    * Background stars work now better in local 2-4P modes
    * Optimized background rendering
    * Added support for longer hostnames in direct connection dialog
    * Added AI players
    * An AI player can automatically host matches, too
    * Added IsStatic-property to physics objects, and made some

  • kankikanki Posts: 62Member
    Ok, v1.0.7 is on its way to Ouya! :)
  • kankikanki Posts: 62Member
    Wow, Ouya-people were fast - Multispace v1.0.7 is out now!
  • lzap-devlzap-dev Posts: 61Member
    Amazing. Mind sharing some details about network technology? Using Google runtime game services?
  • kankikanki Posts: 62Member
    Thanks! We are just using Unity's built-in networking functions and match-making-server unless you play in LAN, that's when the game uses our own socket code to match broadcasting/finding. But it's nothing special. The match-maker is running on our own (rented) VPS.
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