diff options
author | adam <56338480+adastx@users.noreply.github.com> | 2022-09-27 16:41:59 +0200 |
---|---|---|
committer | adam <56338480+adastx@users.noreply.github.com> | 2022-09-27 18:02:34 +0200 |
commit | dc2ad30a02f68b25b536ebbec80c35397ba4ac68 (patch) | |
tree | 635d113fd9b903c5bfbc5b1189260e232dc8a59a /src/blog | |
parent | f271116865754824e53a6928f7ab89b862793551 (diff) |
css: minor
Diffstat (limited to 'src/blog')
-rw-r--r-- | src/blog/game.md | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/src/blog/game.md b/src/blog/game.md new file mode 100644 index 0000000..0f5b681 --- /dev/null +++ b/src/blog/game.md @@ -0,0 +1,21 @@ +<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) |