Informations about
Priority points
- Saving data between sessions
- Applying networking to all gameobject which needs it
Planned / TO DO
- Adding a "upgrading level" system on printer (you will have the possibility to upgrade printer stats with money)
- Rework the UI / HUD
- Adding more printers
- Owner system (for GameObject which are bought in the UI buying menu)
- UI To buy entites (puting owner logic inside)
- Hotbar (importing from Sandbox If available)
- Weapons (importing from Sandbox If available)
- Props management (spawning and freezing it and all physgun logic)
- Teams / Factions management
- Generator give energy only to "owner.generator gameobject"
- Ammo dispenser (To do weapons logic first)
- Armor dispenser (Just make a copy of Heal dispenser and change tags)
- A map loading system to let you choose a map if you host a game (or manage a dedicated server)
UPDATES NOTES
[V2025.13.05.d] Stable update
News
- Player are all "networked" all of their relative value are "networked" also. If a pleyr get 10$ only this player has 10$ more then other players.
- Printer (present on the demo scene) are "networked" all of their relative value are "networked" also. A printer can have "500$" in his own storage of money while a other one has only "300$" for exemple. That are all seperated values.
Known issues
- If a player die while he was mooving his "ghost" still mooving even if the player can't control it. The problem is only that the ghost is mooving and can trigger some turret or something even if the player can't control it.
[V2025.12.05.i] Stable update
News
- Informations draw on HUD are linked to player and HUD is no more displaying information from other player.
Known issues
- If a player die while he was mooving his "ghost" still mooving even if the player can't control it. The problem is only that the ghost is mooving and can trigger some turret or something even if the player can't control it.