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Weekly devlogs: Rogue Legend 2

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February 28 Multiplayer is a pain in the butt - Weekly Devlogs

Multiplayer is a pain in the butt!

I was pretty sick this week which slowed me down, but I still got stuff done and put up a new build. The only major things remaining are combat synchronization and modified world synchronization. Everything else should be more or less working, so if you and a friend want to set up a little farm together you can. Just changes made to the world prior to connecting won't be seen. You can actually fix this yourself by sending all the .map files in your save directory over to them and rename the map folder rogueLegend1 (instead of its normal save name). This'll be done automatically in the next version, but it's a fix for now.

Not much else to say except Unity makes it really tedious and time-consuming to test multiplayer changes.

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March 7 Map Sync - Weekly Devlogs

There's a new build available.

Server maps are now synchronized with connecting clients fully in multiplayer and sent over as needed. Unlike the old system which was chunk-by-chunk and slow/a bandwidth hog, the sector files are sent instead. Your local map should be updated on the fly as needed, so no more world holes or slow world loading. Now most everything in multiplayer should be working except for combat sync.

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March 14 Multiplayer is Ready - Weekly Devlogs

Multiplayer is ready for beta and testing.

In addition to "just making it work" I've also added bans and mods for servers. In your Data/StreamingAssets/ folder you'll find a bans.txt which is a list of users that are no longer welcome on your server, and mods.txt which is a list of users that are super-welcome and can use console commands. I'll be adding /who, /makemod, /removemod, /kick, and /ban commands either today or tomorrow to make it easier to use.

For multiplayer options there is LAN, which should auto-detect when someone on your network is playing and let you join. There's direct connect to IP for private servers with friends, and there's public servers which show up on the Server List when you first click on Multiplayer. To get your server to show up there you'll need to click on Create Game and make sure "Display on Server List" is checked. Dedicated servers (a server without a player) is not currently supported, but will be during beta after I've gotten some testing and feedback.

Which means we are in the polish, bugfixes, and playtesting period before I release the game to more backers. I'll be going over my playtest data and making tweaks and changes for general playability, particularly towards the first hour. If you have any critical feedback that should make it in before wider release, now is the time to give it!

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