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author | adam <56338480+adastx@users.noreply.github.com> | 2022-08-27 22:07:13 +0200 |
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committer | adam <56338480+adastx@users.noreply.github.com> | 2022-08-27 22:07:13 +0200 |
commit | 26df1877ad46f9af6eed7e6b09cad06633a9fb81 (patch) | |
tree | fe7b7ad5de82bc801aa6a9d912dff1df7f187ea3 /dst/game.html | |
parent | 8cef95ad039006a1f7eab8a760c76df8fa514dec (diff) |
More CSS polish
Diffstat (limited to 'dst/game.html')
-rw-r--r-- | dst/game.html | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/dst/game.html b/dst/game.html index 5c9b9dd..7b02c10 100644 --- a/dst/game.html +++ b/dst/game.html @@ -15,10 +15,12 @@ <a href="/" class="homepage-link">adast.xyz</a> </header> <div class="center"> -<p class="note">May 7, 2021</p> - <h1 id="my-game">My game</h1> +<blockquote> +<p>7<sup>th</sup> May 2021 — hello world!</p> +</blockquote> + <p>Aftershock (working title) is a multiplayer old-school arena shooter being made in Unity. It’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’s core, Aftershock is supposed to be my attempt at recreating a mix of Quake 3 / Quake Live along with whatever else I decide to add. </p> @@ -36,8 +38,8 @@ <p>I’m in the process of rewriting a lot of systems in the game at the moment because I’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/adamski1">Gameplay clips</a><br/> -➤  <a href="https://trello.com/b/ycQyrouQ">Follow my progress</a></p> +<p>➤ <a href="https://www.youtube.com/c/adamski1">Gameplay clips</a><br/> +➤ <a href="https://trello.com/b/ycQyrouQ">Follow my progress</a></p> </div class="center"> </div> <footer> |