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Tom Weiland | New Flintlock Pistol, Ranged Combat & Fixing Reconciliation | Unity Multiplayer Game Devlog #32 @tomweiland | Uploaded 4 years ago | Updated 1 hour ago
In this Unity multiplayer game devlog, I model a Flintlock pistol, implement ranged combat, and fix client reconciliation.

Next devlog: youtu.be/GqtD27YkeTM
Pirate game playlist: youtube.com/playlist?list=PLXkn83W0QkfmQI9lUzi--TxJaOFYIN7Q4

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Project's Trello board: trello.com/b/vJwk0iwS/pirate-game
Website: tomweiland.net

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In this devlog, I fixed up client reconciliation which was still broken from the last video. I also modeled a new Flintlock pistol with Blender to use as the first ranged weapon and I implemented the basics of ranged combat.

Although my prediction system now works great on dry, non-moving land, the fact that ships move poses a problem. Since the client sees himself in the present but ships in the past, it can't accurately predict the player's movement when on board a boat because the starting positions are different from what the server uses to make those same calculations. I'm still not sure how I'm going to get around this issue.

#Devlog #GameDev #IndieDev #Multiplayer #Unity3D

"Interplanetary Forest" by Meydän is licensed under a Creative Commons Attribution license (creativecommons.org/licenses/by/4.0)
Artist: soundcloud.com/meydansound
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New Flintlock Pistol, Ranged Combat & Fixing Reconciliation | Unity Multiplayer Game Devlog #32 @tomweiland

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