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authorAdam <adam.moloney.stuck@gmail.com>2022-04-23 19:15:16 +0200
committerAdam <adam.moloney.stuck@gmail.com>2022-04-23 19:15:16 +0200
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+<!DOCTYPE html>
+<html>
+<meta charset="UTF-8">
+<meta name="viewport" content="width=device-width, initial-scale=1.0">
+
+<title>My game &mdash; adamski.wtf</title>
+<link rel="icon" type="image/png" href="favicon.png">
+<link rel="stylesheet" href="styles/style.css">
+
+<p class="header"><a href="/">adamski.wtf</a></p>
+<p class="note">May 7, 2021</p>
+
+<h1 id="My%20game">My game</h1>
+
+<p>Aftershock (working title) is a multiplayer old-school arena shooter being made in Unity. It&#8217;s a hobby project that I have been working on since 2016. It started as a <em>warmup</em> project before jumping into developing an MMO, but I have since learned how much work goes into making just a multiplayer fps. Especially as a solo project. </p>
+
+<p>At it&#8217;s core, Aftershock is supposed to be my attempt at recreating a mix of Quake 3 &#47; Quake Live along with whatever else I decide to add. </p>
+
+<p>Main features (so far):</p>
+
+<ul>
+<li>p2p multiplayer</li>
+<li>support for custom maps</li>
+<li>vq3-like movement</li>
+<li>rocket launcher + rocket jumping</li>
+<li>health pickups</li>
+<li>3 gamemodes (FFA, TDM, Race)</li>
+</ul>
+
+<p>I&#8217;m in the process of rewriting a lot of systems in the game at the moment because I&#8217;m switching from janky p2p multiplayer to an authoritative server setup with client-side prediction. <a href="https://www.gabrielgambetta.com/client-server-game-architecture.html">more</a></p>
+
+<p><a href="https://www.youtube.com/c/rizen1">Gameplay clips</a><br/>
+<a href="https://trello.com/b/ycQyrouQ">Follow my progress</a></p>
+<p class="footer"><a href="/">adamski.wtf</a></p>
+</html>