v0.280 - New Visual and Audio Feedback
Liam's 4-In-A-Row (Demo) » Devlog
---------- Description ----------
The main features introduced within this update are sound effects, animations, a pause menu, improved network reliability, and a
new & refreshed lobby screen which players can use to create password-protected lobbies, search for a lobby using its
name, and view more details about each lobby.
---------- Additions ----------
- Created a spawn animation for placing counters.
- Added sound effects for: placing a counter; creating a scoring line; and blocking a potential scoring line.
- Created a pause menu with controls for changing the volume of the game's SFX.
- Added a new screen for defining a lobby's settings when creating it.
- Added the ability to create a password-protected lobby.
- Players can now search for and join a lobby using its name.
- Players can now see how many players are connected to a lobby when searching for one.
- Players can now see if a lobby is password-protected when searching for one.
- Players can now select a specific lobby to join from the search results.
- Informative pop-up messages now appear if: the user triggers an error/warning when interacting with the lobby menus; another client disconnects from a lobby or match.
- Added some text elements to the main menu that show the game's version and developer's name.
---------- Changes ----------
- The timeline's events now smoothly move from their current position to their next position after an event triggers.
- Power-up counters can now squash other counters that are lighter than them.
- Improved the disconnection process for removing a player from a lobby/match.
- Lobbies that are in the process of being closed will no longer appear in the lobby search results.
- Reduced the delay between a player readying up and other players seeing their ready-state change.
- Reduced the delay between all players readying up and loading into a match.
- Reduced the game's network traffic.
- Players will now be returned to the main menu from an ongoing match if their opponent disconnects.
- Players will now only be able to play online with other players who are using on the same version of the game.
---------- Fixes ----------
Gameplay
- Fixed a scenario where some scoring lines weren't awarded points when they shared a counter with another scoring line.
- Fixed scoring lines not being registered if they were created while a counter was being flung (with the fling power-up).
- Fixed some counters being ignored when checking if all counters have stopped moving.
- Fixed the first change turn event in the timeline starting with the wrong player.
- Fixed a case where the timeline's events would not move forward.
- Fixed the timeline's events not being reset when the match is restarted.
- Fixed the timeline's change turn events not showing the correct player icons if several turns were taken in a quick succession.
- Fixed some counters not being squashed when a floating block is spawned on top of them with gravity enabled.
- Fixed some counters not being squashed when a tethered player counter is placed above them with gravity enabled.
- Fixed some counters not being squashed when a heavier one falls on top of them with gravity enabled.
- Fixed the bridge-gap power-up not being usable along the edge of the grid.
- Fixed duplicate game-objects being spawned when reloading the main menu.
Networking
- Fixed lobby names inputted by a player potentially containing unwanted characters when searching for a lobby.
- Fixed an issue where a client could trigger a 'cannot connect to self' error when hosting a lobby.
- Fixed multiple lobbies being able to use the same names.
- Fixed the host client registering another player is connected when it's themselves that's joined the lobby.
- Players will no longer join a lobby that's being deleted.
- Fixed the game thinking clients are still joining a lobby after they've connected to one.
- Reduced the chances of clients triggering a 'resetting event queue' error when connecting to a lobby.
- Fixed the player's ready-up icon flickering on & off when they ready up.
- Fixed players being shown the incorrect ready state for other clients after joining a lobby.
- Fixed players disconnecting from the networking manager when leaving a lobby.
- Fixed players still appearing in a lobby after they've disconnected.
- Fixed the lobby's details remaining on-screen after the host's game unexpectedly shuts down.
- Fixed the host player not seeing other clients in the lobby after they disconnect and reconnect.
- Fixed some network events not being triggered for certain clients.
- Fixed several network rate limits being surpassed.
- Prevented the host from loading into a match before all players have synchronised their game state.
- Fixed some network objects not being cleaned up when exiting the gameplay scene.
- Fixed the player's unique ID being empty after reloading the main menu.
- Fixed several bugs that prevented either client from hosting a new match after returning to the main menu.
Other
- Fixed several null reference errors.
Thanks for playing,
Liam
Get Liam's 4-In-A-Row (Demo)
Liam's 4-In-A-Row (Demo)
Free demo with power-ups and local multiplayer.
Status | In development |
Author | Liam Bansal |
Genre | Strategy |
Tags | 2D, 4-in-a-row, Arcade, Casual, Indie, Local multiplayer, No AI, Retro, Unity |
Languages | English |
More posts
- v0.362 - Customisable Match Settings54 days ago
- v0.340 - Quality of Life Improvements54 days ago
- v0.337 - Match Objectives & Statistics55 days ago
- v0.293 - Visual Improvements, VFX, and Sounds55 days ago
- v0.390 - Auto-Generated Lobby Names and Turn Timers83 days ago
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