A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
  1. extends Node
  2. onready var matchmaking = preload("res://scripts/matchmaking.gd").new()
  3. var players = {}
  4. # TODO: Should we abstract server so variables like this aren't cluttering everything up?
  5. var players_done = []
  6. var begun = false
  7. # TODO: This needs to go. It carries nothing of value
  8. # ALL server negotiation should happen before ANY data is investigated (in lobby)
  9. var my_info = {}
  10. func _ready():
  11. add_child(matchmaking)
  12. # get_tree().connect("network_peer_connected", self, "connect_player")
  13. get_tree().connect("network_peer_disconnected", self, "disconnect_player")
  14. get_tree().connect("connected_to_server", self, "_on_connect")
  15. # func connect_global_server(): TODO
  16. # ip = global_server_ip
  17. # _client_init()
  18. func start_client(ip, port):
  19. # collect_info() TODO
  20. var peer = NetworkedMultiplayerENet.new()
  21. print("Connecting to " + ip + ":" + str(port))
  22. peer.create_client(ip, port)
  23. get_tree().set_network_peer(peer)
  24. # get_node("CustomGame/Client").set_text("Clienting!") TODO
  25. # func singleplayer_init(): TODO
  26. # # collect_info() TODO
  27. # var peer = NetworkedMultiplayerENet.new()
  28. # peer.create_server(port, 1)
  29. # get_tree().set_network_peer(peer)
  30. # players[1] = my_info
  31. # start_game()
  32. func _connect_to_matchmaker(game_port):
  33. var matchmaker_peer = StreamPeerTCP.new()
  34. matchmaker_peer.connect_to_host("127.0.0.1", matchmaking.SERVER_TO_SERVER_PORT)
  35. var matchmaker_tcp = PacketPeerStream.new()
  36. matchmaker_tcp.set_stream_peer(matchmaker_peer)
  37. matchmaker_tcp.put_var(matchmaking.messages.ready_to_connect)
  38. matchmaker_tcp.put_var(game_port)
  39. func start_server(port):
  40. # collect_info() TODO
  41. var peer = NetworkedMultiplayerENet.new()
  42. print("Starting server on port " + str(port))
  43. peer.create_server(port, matchmaking.GAME_SIZE)
  44. get_tree().set_network_peer(peer)
  45. # As soon as we're listening, let the matchmaker know
  46. _connect_to_matchmaker(port)
  47. # is_connected = true TODO
  48. # get_node("CustomGame/Server").set_text("Serving!")
  49. # get_node("JoinedGameLobby").show()
  50. # if server_playing:
  51. # players[1] = my_info
  52. # if "start_game" in my_info and my_info.start_game: TODO
  53. # start_game()
  54. sync func start_game(level):
  55. rpc("_pre_configure_game", level)
  56. func disconnect_player(id):
  57. if get_tree().is_network_server():
  58. rpc("unregister_player", id)
  59. # call_deferred("render_player_list") TODO
  60. func _on_connect():
  61. rpc("_register_player", get_tree().get_network_unique_id(), my_info)
  62. if util.args.get_value("-start-game"):
  63. rpc_id(1, "start_game")
  64. # is_connected = true TODO
  65. remote func _register_player(new_peer, info):
  66. players[new_peer] = info
  67. # render_player_list() TODO
  68. if (get_tree().is_network_server()):
  69. var right_team_count = 0
  70. # Send current players' info to new player
  71. for old_peer in players:
  72. # Send new player, old player's info
  73. rpc_id(new_peer, "_register_player", old_peer, players[old_peer])
  74. if old_peer != new_peer:
  75. # We need to assign team later, so count current
  76. if players[old_peer].is_right_team:
  77. right_team_count += 1
  78. # You'd think this part could be met with a simple `rpc(`, but actually it can't
  79. # My best guess is this is because we haven't registered the names yet, but I'm not sure (TODO)
  80. if old_peer != 1:
  81. # Send old player, new player's info (not us, no infinite loop)
  82. rpc_id(old_peer, "_register_player", new_peer, info)
  83. if begun:
  84. rpc_id(old_peer, "_spawn_player", new_peer)
  85. rpc_id(old_peer, "_begin_player_deferred", new_peer) # Spawning is deferred
  86. # if not server_playing: TODO
  87. # # We didn't catch this in players
  88. # rpc_id(1, "_spawn_player", new_peer)
  89. # rpc_id(1, "_begin_player_deferred", new_peer) # Spawning is deferred
  90. var assign_right_team = right_team_count * 2 < players.size()
  91. rpc("assign_team", new_peer, assign_right_team)
  92. if not begun and players.size() == matchmaking.GAME_SIZE:
  93. start_game()
  94. if begun:
  95. rpc_id(new_peer, "_pre_configure_game", my_info.level)
  96. rpc_id(new_peer, "_post_configure_game")
  97. sync func _unregister_player(peer):
  98. players.erase(peer)
  99. get_node("/root/Level/Players/%d" % peer).queue_free()
  100. sync func _spawn_player(p):
  101. var hero = players[p].hero
  102. var player = load("res://scenes/heroes/" + str(hero) + ".tscn").instance()
  103. player.set_name(str(p))
  104. player.set_network_master(p)
  105. player.players = players[p]
  106. get_node("/root/Level/Players").call_deferred("add_child", player)
  107. sync func _pre_configure_game(level):
  108. begun = true
  109. my_info.level = level # Remember the level for future player registration
  110. var self_peer_id = get_tree().get_network_unique_id()
  111. # Remove the interface so as to not fuck with things
  112. # But we still need the lobby alive to deal with networking!
  113. for element in get_node("/root/Lobby").get_children():
  114. element.queue_free()
  115. var world = load("res://scenes/levels/%d.tscn" % level).instance()
  116. get_node("/root").add_child(world)
  117. # Load all players (including self)
  118. for p in players:
  119. players[p].level = level
  120. _spawn_player(p)
  121. rpc_id(1, "done_preconfiguring", self_peer_id)
  122. sync func _done_preconfiguring(who):
  123. players_done.append(who)
  124. if players_done.size() == players.size():
  125. # We call deferred in case singleplayer has placing the player in queue still
  126. call_deferred("rpc", "post_configure_game")
  127. sync func _post_configure_game():
  128. # Begin all players (including self)
  129. for p in players:
  130. _begin_player_deferred(p)
  131. func _begin_player(peer):
  132. get_node("/root/Level/Players/%d" % peer).begin()
  133. remote func _begin_player_deferred(peer):
  134. call_deferred("_begin_player", peer)
  135. sync func reset_state():
  136. players_done = []
  137. get_node("/root/Level").queue_free()