Well today Mark and I had our first game of Axis Shift! From a technical point of view it was a great success, but from a "funness" perspective it was a little iffy, there were too many little bugs for the game to be that fun.
Here's a list of all the little problems that kept bugging us:
-Map too small
-Person who goes second has a huge advantage bceause he can move in range his first turn(the has to do with the map size though)
-Some local responses that should be server handled (more on this later)
-Lack of ship diversity (we both had identical fleets)
-The fact that we were both in the same room right next to eachother (Mark is a screen-peeker[grin])
Most of the problems are little things that I jsut forgot to do, so they shouldn't be much of a problem. A prime example was the launching of sensor buoys, fighters, and bombers. Whenever the player launched one of these, it popped up in his game, but the event wasn't being sent to the server. Then, when the player tried to move newly spawned ship, the game sends a move packet telling all the clients to move the ship to it's new location. This works fine on the first client, but when a client without the ship recieved the packet, it tried to move something that didn't exist, which crashed the game. Luckily, the reason this was happening was because I had commented out the code that sent the spawn packet to test something else, and I never un-commented it.... oh well[grin]
Anyways, it was pretty successful, we're jst going to need some time to polish up the gameplay and interface before we even think of a public beta, but we're getting there!
Unfortunately, I forgot to take screens when we were playing, but here's a screen of the initial fleet at the beginning of the match:
In other news, our old project Angels 20 is the Image of the Day today (It's been months since it was up there), so take a look!