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<?xml version="1.0"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
    <channel>
        <title>adamski's arena</title>
        <link>https://arena.adast.dk/rss.xml</link>
        <description>Updates to the arena project</description>
        <language>en-us</language>
        <atom:link href="https://arena.adast.dk/rss.xml" rel="self" type="application/rss+xml" />

<item>
<title>arena: Quake-like multiplayer shooter</title>
<guid>https://arena.adast.dk</guid>
<link>https://arena.adast.dk</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&#8217;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&#8217;s core, Aftershock is supposed to be my attempt at recreating a mix of Quake 3 &#47; 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&#8217;m in the process of rewriting a lot of systems in the game at the moment because I&#8217;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>&#10148;&#8194;<a href="https://tv.adast.dk/c/arena/videos">Gameplay clips</a><br/>
&#10148;&#8194;<a href="https://trello.com/b/ycQyrouQ">Follow my progress</a></p>
]]></description>
</item>


    </channel>
</rss>