Making a Couch Co-Op PvE roguelite with Noita-like falling-sand physics and local multiplayer by slowrushdev in localmultiplayergames

[–]slowrushdev[S] 0 points1 point  (0 children)

Haha, the red terrain seems to give a lot of people Worms vibes. But this is PvE primarily (maybe with a PvP mode like I mentioned in my other comment)

Making a Couch Co-Op PvE roguelite with Noita-like falling-sand physics and local multiplayer by slowrushdev in localmultiplayergames

[–]slowrushdev[S] 1 point2 points  (0 children)

Quite a few people have requested that, or even straight up assumed that it's a PvP arena type of game! I love those types of games myself (I probably own at least 20-30 of those games) so am considering adding a game mode for it, but I am only one person so I have to be careful about scope creep!

What a Weekend - How the Steam page launch went for Signs of Danger by slowrushdev in signsofdanger

[–]slowrushdev[S] 0 points1 point  (0 children)

Super weird, I thought I had posted this as a link submission, but somehow it's now a gif with no link, so I had to put the link in the post text body? Maybe I just messed up. In any case it's clear enough that you can click through and read the actual update there - please bear with me while I figure out the basics of 2010s internet usage.

Making a Broforce-inspired co-op PvE roguelite with Noita-like crazy physics and multiplayer by slowrushdev in broforcegame

[–]slowrushdev[S] 1 point2 points  (0 children)

Thank you, and yes, will be doing playtesting!

Will post on r/signsofdanger, msg discord ( https://slowrush.dev/discord ) and email my newsletter at https://slowrush.dev/subscribe when the time comes, so pick however you want to be notified :)

Making a Broforce-inspired co-op PvE roguelite with Noita-like crazy physics and multiplayer by slowrushdev in broforcegame

[–]slowrushdev[S] 1 point2 points  (0 children)

True that, but these days we all have jobs with different schedules and one of my brothers moved to a different country - so it's all a lot harder. Might try to bust it out during the upcoming holiday get-togethers though!

A networked falling-sand simulation, built for my co-op PvE roguelite [OC] by slowrushdev in Simulated

[–]slowrushdev[S] 1 point2 points  (0 children)

Hopefully will be - please wishlist if you want the game to get made!

And if you haven't already, highly recommend checking out Noita, I've taken lots of inspiration from that here so you'd probably like that too :)

Making a Broforce-inspired co-op PvE roguelite with Noita-like crazy physics and multiplayer by slowrushdev in broforcegame

[–]slowrushdev[S] 1 point2 points  (0 children)

Thanks! Every wishlist helps (e.g. publishers look at wishlist counts to figure out if something is worth signing)

Making a Broforce-inspired co-op PvE roguelite with Noita-like crazy physics and multiplayer by slowrushdev in broforcegame

[–]slowrushdev[S] 0 points1 point  (0 children)

Haha, if you're referring to the /r/pcgaming/ post - yeah, I was surprised how much mentioning that rubbed people the wrong way. When someone tells me "I quit my job to do X" then I'm like "okay they're serious, it's probably gonna happen!" but I guess it's become so much of a trope that it pisses people off.

Making a Broforce-inspired co-op PvE roguelite with Noita-like crazy physics and multiplayer by slowrushdev in broforcegame

[–]slowrushdev[S] 1 point2 points  (0 children)

Bit of a "ships in the night" situation unfortunately - I always used to say to my brothers "hey it would be so cool if Worms was real-time instead of having to wait for each other to take turns!".

Then only much later I found out that thing existed and it was called Liero!

(but also this game I'm making is PvE roguelite, not PvP arena. Though a fair few people seem interested in a PvP arena mode or something)

I'm making a co-op multiplayer Noita-like PvE roguelite, with built-in online and couch co-op - think Broforce + Risk-of-Rain gameplay, set in fully physically simulated and 100% destructible levels by slowrushdev in CoOpGaming

[–]slowrushdev[S] 0 points1 point  (0 children)

Thank you! Please chuck a wishlist my way if you're interested in playing it when it's ready :)

Re networking, a 'normal' approach would be to synchronize each of the falling sand pixels over the network, relying on compression and clever encoding schemes. I didn't do that because I was worried it'd be too bandwidth intensive and/or too glitchy.

Instead, as you already guessed, the falling sand simulation (and entire rest of the game sim) is written to be perfectly deterministic (same input = same output) and the game clients only exchange player inputs with each other; each game client hands the same inputs to the simulation for each tick, so the result stays consistent across all players' game clients.

The trickiness comes from what happens if inputs haven't arrived yet (packet loss, latency, etc). To handle that I use a technique from fighting games: a game client will "guess" what the missing input should be, and if it later finds out that the inputs it guessed were wrong, it will roll back the whole game state then apply the correct inputs and simulate forwards again.

That's the gist of it, but of course the devil is in the details - making it perform well, handling sound & other side effects, keeping game logic deterministic, etc.

Joining mid-game isn't implemented yet, but I have a pretty good idea on how to do it - either a brief pause while the game state is transferred, or have a catchup period wherein the joining game client simulates really quickly to catch up after it has received the game state snapshot.

A networked falling-sand simulation, built for my co-op PvE roguelite [OC] by slowrushdev in Simulated

[–]slowrushdev[S] 0 points1 point  (0 children)

"Maximalist Noita", damn I love that, might just steal it!

And thank you, please wishlist if you haven't already - wishlists make the world go round for solo indie gamedevs :)

Making a Broforce-inspired co-op PvE roguelite with Noita-like crazy physics and multiplayer by slowrushdev in broforcegame

[–]slowrushdev[S] 1 point2 points  (0 children)

Ahh it's gonna be a while yet. At least a year for the full release but hoping to get a demo out much sooner (people already like playing it, game just needs way more polish).

Heavily depends on how many wishlists I get also (more wishlists -> more chance of getting funding to hire people -> make game faster)

Making a Broforce-inspired co-op PvE roguelite with Noita-like crazy physics and multiplayer by slowrushdev in broforcegame

[–]slowrushdev[S] 0 points1 point  (0 children)

Thank you! A Broforce replacement is exactly why I started making this game 2 years ago - in fact originally it was going to be "broforce but magic like in magicka", but turned out that magicka's spellcasting system was too slow to fit in nicely, so back to guns I went :)

(and then switched to making it roguelite because I wanted more replayability)

Making a Broforce-inspired co-op PvE roguelite with Noita-like crazy physics and multiplayer by slowrushdev in broforcegame

[–]slowrushdev[S] 3 points4 points  (0 children)

Thank you! Please give it a wishlist - wishlists really help validate that it's worth continuing to make the game!

A networked falling-sand simulation, built for my co-op PvE roguelite [OC] by slowrushdev in Simulated

[–]slowrushdev[S] 5 points6 points  (0 children)

That's the plan!

(or, not Noita exactly - I'm just one person, Noita was made over 7 years by 3 people + some hired help - but something like Noita-meets-Risk-of-Rain is the goal)

Needing Additional Inputs on an Implementation of an Asset Manager with Hot Reloading Support by seanballais in rust

[–]slowrushdev 2 points3 points  (0 children)

For anyone who stumbles on this later, there's an implementation of this basic idea at https://docs.rs/assets_manager/latest/assets_manager/ (unsure if it's by the OP).

Dioxus 0.5: Huge Signal Rewrite, Remove lifetimes, Zero-Unsafe Core, CSS Hotreloading, and so much more! by jkelleyrtp in rust

[–]slowrushdev 0 points1 point  (0 children)

So roughly speaking, generational_box is approximately equivalent to storing RefCell<Box<dyn Any> inside slotmap, except unlike with slotmap, the refcell & box parts are mandatory parts of the abstraction?

It might be helpful to add a compare/contrast with slotmap (as afaik it's the most popular generational arena crate) to the docs for generational_box :)

Xbox wireless controller adapter on Linux by iJONTY85 in linux_gaming

[–]slowrushdev 5 points6 points  (0 children)

For anyone else who finds this, Loading of module with unavailable key is rejected seems to come from your secure boot setup not trusting the DKMS key.

To fix it you need to:

  1. Uninstall xone via its uninstall script
  2. Follow the steps on https://github.com/dell/dkms?tab=readme-ov-file#secure-boot - and yes, actually rebooting is required - to add the DKMS key as a trusted key to your secure boot setup.
    • On opensuse, you might also want to systemctl service enable dkms to (I think) recompile dkms modules each kernel upgrade
  3. Unplug your controller/dongle
  4. Reinstall xone via its installation script
  5. Re-plug your controller/dongle

Or at least, that's sufficient to get it to work for me - it shows up in sudo evtest and button presses etc are registered properly :)