Put into Practice (Oct 10 2025)
- Thomas Tang
- Oct 11
- 2 min read
Progress for this week went well. I got in a bunch of the things I wanted to work on for the new online system, and I think the code is better than ever. You can now draw cards, undo stuff, and confirm when everyone has finished and the game can move onto the next action in the game rules. One optimization is I split up the code more into different scripts, and now the scripts are at more reasonable lengths (it used to be, 2 scripts would go over 1000 lines, now the lengthiest ones are about 500 lines).
I think the only major weakness is that if you disconnect in the middle of your turn and reconnect, you have to click through all your previous decisions again. I think I know a fix for this (it's to keep a track of your decisions with a number, and if you reconnect the game replays the turn for you by applying your past decisions), but I'm putting it off for now as it's not too mandatory.
One new feature is I added a little chat area. It's kind of like a 2nd log, except that the only things that get posted are: notifications for when players join/disconnect/reconnect, and anything that players type into chat. I don't know why I never did this before as it's really easy. I guess I just assumed anyone playing my online games would be in a voice call with anyone they're playing. But putting notifications for if something goes wrong has been useful for me when testing the new system, and it should still be useful to have it in the game.
I still haven't figured out what a simple game could be. Which means maybe I just immediately dive in and make a larger game that uses all of this new code. My choices are either the Pacific-like game, or the 2-player fighting game. Again the first one seems like an easier project.
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