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<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
	<title>arena: Quake-like multiplayer shooter </title>
	<link href="https://arena.adast.dk/atom.xml" rel="self" />
	<updated>2023-12-26T19:48:12Z</updated>
	<author>
		<name>Adam Stück</name>
	</author>
	<id>https://arena.adast.dk,2022-04-23:default-atom-feed/</id>
	<entry>
		<title>Project introduction, May 2021</title>
		<content type="html">&lt;h1&gt;Project introduction, May 2021&lt;/h1&gt;
&lt;p&gt;2021-05-07&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;arena&lt;/strong&gt; (working title) is a multiplayer old-school arena shooter being made
with the Unity game engine. It&#39;s a hobby project that I have been working on
since 2016. It started as a &lt;em&gt;warmup&lt;/em&gt; 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. &lt;/p&gt;
&lt;p&gt;At it&#39;s core, &lt;strong&gt;arena&lt;/strong&gt; is supposed to be my attempt at recreating a mix of
Quake 3 / Quake Live along with whatever else I decide to add. &lt;/p&gt;
&lt;p&gt;Main features (so far):&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;p2p multiplayer&lt;/li&gt;
&lt;li&gt;support for custom maps&lt;/li&gt;
&lt;li&gt;vq3-like movement&lt;/li&gt;
&lt;li&gt;rocket launcher + rocket jumping&lt;/li&gt;
&lt;li&gt;health pickups&lt;/li&gt;
&lt;li&gt;3 gamemodes (FFA, TDM, Race)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;I&#39;m in the process of rewriting a lot of systems in the game at the moment
because I&#39;m switching from janky p2p multiplayer to an authoritative server
setup with client-side prediction
&lt;a href=&quot;https://www.gabrielgambetta.com/client-server-game-architecture.html&quot;&gt;(more)&lt;/a&gt;.&lt;/p&gt;</content>
		<link href="https://arena.adast.dk/2021-05"/>
		<id>https://arena.adast.dk/2021-05</id>
		<updated>2021-05-07T10:00:00Z</updated>
		<published>2021-05-07T10:00:00Z</published>
	</entry>
</feed>