Changes:
- Set name and robe color
- Fixed animation bug
- Reimplemented casting effect
- Ragdoll improvements
- No targeting ghosts
- Fizzle on damage
- Fizzle on low mana
- Add Buff/Debuff bar
- Projectile spells follow
I have been trying to make a push to get WebGl working for alpha testing, however as it turns out there are a few issues with unity’s webgl at the moment. The client’s don’t fully disconnect and the connections max out, and I am still running into issues with people dropping connection when spells are casted.
So until I can get a more stable build that works, I will have to resort back to standalone builds.
So not that I have a slew of new particle effects for my spells:
And I have learned a bunch about ScriptableObjects… I have had to rebuild a lot of how this system works.
I am currently about 90% done with implementing the changes to incorporating these changes, and I was able to refactor the code into a tighter, better functioning system.
As I make the push for a WebGL, I have had to rework some of the ways I was doing things. One of the major changes is I have been stripping out the client-side code in the headless server build, and stripping out the server code in the client build. I am working hard to make certain that as much of the core functionality of the game is server side to help prevent wide spread hacking.
I am also beginning to implement messaging. I have system messages being sent from the server. This will allow me to bring back chat. I am not certain if I will go for a chat window style or over the head chat yet.