posted an update

Started retro-fitting multiplayer. Started by creating a second Player object. at the moment I just place it next to the original player and see what happens.

Camera gets parented to the player inside players instantiation code - changed this so the camera wouldn't get incorrectly parented to remote players when they join. For testing remote player just copies the host players finger joints - There was a race condition that caused the remote players hand graphics to be improperly instantiated - fixed. Remote players didn't get spells added, now they do. Spell casting grid faces the camera, incorrect for remote players - added a head reference and used that as the target for the spell casting grids facing direction. Also had to create a head graphic for remote players. Now the remote player can cast spells. Enemies didn't cache the player, simply called GetPlayer from my manager class every time they needed the reference in behaviour. Now I added a method to aquire and cache a target player, so that the game can support multiple players. For now, simply chooses the closest player. Had to go through and change all the hard coded reference to the cached target. Finished 2/5 enemies, next I need to finish the others.

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