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.
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+
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):
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+
+
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).
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+
+
+
diff --git a/build/main.css b/build/main.css
new file mode 100644
index 0000000..4d89bb6
--- /dev/null
+++ b/build/main.css
@@ -0,0 +1,90 @@
+* {
+ box-sizing: border-box;
+}
+body {
+ font-family: sans-serif;
+ line-height: 1.45;
+ margin: 0 auto;
+ max-width: 45rem;
+ padding: 0 15px;
+}
+hr {
+ background-color: grey;
+ border: 0;
+ height: 1px;
+ margin: 2rem 0;
+}
+nav {
+ margin: 2rem 0 0;
+}
+main p {
+ margin: 1rem;
+}
+h1,h2,h3,h4 {
+ margin: 2rem 0 0;
+}
+h1 {
+ margin-bottom: 0.5rem;
+}
+h1 + p {
+ margin: 0 0 1rem;
+}
+span.created {
+ display: block;
+ margin: 4px 15px;
+}
+img {
+ border: 1px solid lightgrey;
+ height: auto;
+ max-width: 100%;
+ width: auto;
+}
+blockquote {
+ background-color: linen;
+ border-left: 4px solid lightcoral;
+ margin: 2rem 0;
+ padding: 10px;
+}
+blockquote p {
+ margin: 0;
+}
+figure {
+ margin: 2rem 0;
+}
+figcaption {
+ color: slategrey;
+}
+code {
+ background: #eee;
+ padding: 0.3rem;
+ tab-size: 4;
+}
+pre {
+ background: #eee;
+}
+pre code {
+ background: none;
+ display: block;
+ overflow-x: auto;
+ padding: 0.3rem 0.6rem;
+}
+table {
+ border-collapse: collapse;
+ margin: 2rem 0;
+ text-align: left;
+ width: 100%;
+}
+tr {
+ border-bottom: 1px solid lightgrey;
+}
+tr:nth-of-type(odd) td {
+ background-color: #f8f8f8;
+}
+th,td {
+ padding: 6px;
+}
+footer {
+ border-top: 1px dashed grey;
+ margin: 2rem 0;
+ padding: 1rem 15px;
+}
diff --git a/build/rss.xml b/build/rss.xml
new file mode 100644
index 0000000..76dbb16
--- /dev/null
+++ b/build/rss.xml
@@ -0,0 +1,39 @@
+
+
+
+ adamski's arena
+ https://arena.adast.dk/rss.xml
+ Updates to the arena project
+ en-us
+
+
+
+arena: Quake-like multiplayer shooter
+https://arena.adast.dk
+https://arena.adast.dk
+Tue, 27 Sep 2022 21:15:11 +0200
+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).