asteroidians_public's Issues
Teams desync in multiplayer lobby when spamming
In a multiplayer lobby, if a client spams add team as the host spams remove team, there will be a desync in what teams are actually added into the game. This can also result in the same team being added more than once.
The exact impact of this issue has not been tested past the lobby. It might only be a UI bug.
Characters spawning under the star
Characters will sometimes spawn under the star, resulting in instant death or the character being stuck.
Allow user camera control
Allow the user to pan the camera around when the mouse is moved. (Also probably allow arrow keys movement)
Weapon: Girder
W:A girder equivalent weapon. I'm considering just calling this weapon "Platform", as it will provide more visual freedom for the terrain it places.
This feature requires implementation of mouse positions across the network.
Weapon: Airstrike
W:A airstrike weapon.
Requires extended camera control before this can be properly implemented.
Characters spawning inside each other
Characters will sometimes spawn in the same location, causing them to never stop moving. This will soft-lock the game as the first turn will never end.
More likely to happen the more characters are in the game.
Poor performance with high character count
Fix this by reducing the number of vertices the 2D liquid mesh creates per character at startup.
Also having vertice count available to the player would be good for people with lower-end PCs.
When typing in chat, pressing the key bound to save replay will save a replay
Game lobbies being shown as joinable after that lobby has started a game already
test
test
Implement in game changelog
Event messages not appearing when character dies via star
Main menu button that opens this issue tracker
Make character facing direction not depend on X axis velocity
Weapon tooltips system
Display tooltip to the player when hovering the mouse over a weapon icon in the inventory.
Ideally the tooltips will contain the following info:
- What the weapon does
- How many "shots" you get before consuming the weapon
- Damage the weapon does
- Estimated terrain damage
- How much the weapon is effected by wind
- Any gamesettings (Scheme) that change the weapon from its normal behaviour
Some info wont even be listed if it's inapplicable, for example Grapple does not do terrain damage.
This feature requires substantial modification to the weapon system backend.
Add loading screen when starting a game
Chat begins to lag game as more messages are sent
Disable messages not visible to improve performance
Weapon charge visual index out of range
Weapon charge effect throws index out of range and then stops working. Cause isn't certain but only seems to be happening in multiplayer games.
Characters stay airborne if the character under them moves
Weapon: Mine
Mines are in the game but the timer logic is disabled because of how poorly I first made it. The weapon needs to be created from scratch.
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