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.
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Main features (so far):
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p2p multiplayer
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support for custom maps
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vq3-like movement
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rocket launcher + rocket jumping
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health pickups
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3 gamemodes (FFA, TDM, Race)
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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/dst/main.css b/dst/main.css
deleted file mode 100644
index 4d89bb6..0000000
--- a/dst/main.css
+++ /dev/null
@@ -1,90 +0,0 @@
-* {
- 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/dst/rss.xml b/dst/rss.xml
deleted file mode 100644
index 76dbb16..0000000
--- a/dst/rss.xml
+++ /dev/null
@@ -1,39 +0,0 @@
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-
-
- 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).