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author | Adam Stück <adam@adast.xyz> | 2023-03-04 19:16:42 +0100 |
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committer | Adam Stück <adam@adast.xyz> | 2023-03-04 19:16:42 +0100 |
commit | ab41be00ede879e57608d05044d268098fb820a3 (patch) | |
tree | 54705b0065c11b8d95b4d9ceb80f5a29bbd48710 /src/blog | |
parent | 80f69003909e1f4362cd1bd4289668fd60d65820 (diff) |
Website redesign
Diffstat (limited to 'src/blog')
-rw-r--r-- | src/blog/game.md | 21 |
1 files changed, 0 insertions, 21 deletions
diff --git a/src/blog/game.md b/src/blog/game.md deleted file mode 100644 index 0f5b681..0000000 --- a/src/blog/game.md +++ /dev/null @@ -1,21 +0,0 @@ -<p id="date"><em>2021-05-07</em></p> - -# Project Aftershock {#title} - -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 *warmup* 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. - -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. - -Main features (so far): - -- p2p multiplayer -- support for custom maps -- vq3-like movement -- rocket launcher + rocket jumping -- health pickups -- 3 gamemodes (FFA, TDM, Race) - -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 [(more)](https://www.gabrielgambetta.com/client-server-game-architecture.html). - -➤ [Gameplay clips](https://www.youtube.com/c/adamski1) -➤ [Follow my progress](https://trello.com/b/ycQyrouQ) |