Solo Developing a Platform Fighter: Online Multiplayer
Back at it again my brethren and sistren; part 2 of my devlog series for Impound Rumble! Impound Rumble is the title of the platform fighter that I'm developing on my own for my senior capstone project. I have a lot planned and a lot more ideas to share; this is only the beginning :0 In this video I talk about some of the less appreciated parts of the game-development skill-building journey, I talk a lot about rollback netcode, Photon Quantum, and how I've gone about adding rollback to the project. In addition to some small artsy stuffs, I also show off a hitbox editor that I made to save myself a ton of time. Thanks for watching! All songs in this devlog were made by my composers. A VERY huge thank you to: Austin Cassanova: https://www.instagram.com/austincassanova/?utm_source=ig_web_button_share_sheet Franky Dubois: https://www.instagram.com/frankyduboisbaby/ https://youtube.com/@FrankyDubois108?feature=shared AED: https://soundcloud.com/alex-dib-287892878 Josh Solomon My Social Media: https://bsky.app/profile/tafaar.bsky.social https://www.instagram.com/tafaar.real/ Photon Quantum: https://www.photonengine.com/quantum Analysis: Why Rollback Netcode Is Better www.youtube.com/watch?v=0NLe4IpdS1w 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2 https://www.youtube.com/watch?v=0NLe4IpdS1w Game Programming Patterns - Robert Nystrom: https://gameprogrammingpatterns.com/ Making Comics - Scott McCloud 0:00 Expectations of Progress 1:37 Reading, Art, and Music 3:20 Dirty Nerdy Rollback 8:39 Photon Quantum 11:50 Hitbox Editor/ Dev Tool Discussion 17:07 A Side Note 17:26 Logo Design Inspires Character Design 18:38 Community Effort #gamedev #devlog #smashbros
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