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<channel>
<title>adast.xyz</title>
<link>https://adast.xyz/rss.xml</link>
<description>Hello there!</description>
<language>en-us</language>
<atom:link href="https://adast.xyz/rss.xml" rel="self" type="application/rss+xml" />
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<item>
<title>Project Aftershock</title>
<guid>https://adast.xyz/arena</guid>
<link>https://adast.xyz/arena</link>
<pubDate>Tue, 27 Sep 2022 21:15:11 +0200</pubDate>
<description><![CDATA[<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>
<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’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://youtube.com/playlist?list=PLHEg_8J-AGzfSGAZI29eq29DSrBcbXVYv">Gameplay clips</a><br/>
➤ <a href="https://trello.com/b/ycQyrouQ">Follow my progress</a></p>
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