Crystalline’s Networked Lobby System

So our pre-game lobby is close to completion here in the Crystalline pipeline. A lot of the networking framework has been completed, and we now have a functioning lobby where people can ready up to start a game, and the server can change the game type and map to play on. In addition, the data on who is ready, what game is going to be played, and what map is going to be played is synced up across all clients.

lobbyscreen

Above you can see the game lobby screen in its current state. In addition, we have a “post-game lobby” which players go into automatically after a game, where players can see how the last game went.
The networking in the menu system is definitely shaping up. Though there is still some rearranging and bug fixes to do, the system is definitely nearing completion!

Steam Network Integration!

Hey guys,
So today I got Steam wired into our game, so we can play over the Steam network. One caveat is that you need a Steam account to play, but that’s a small price to pay for the things it adds.

ss1

For example, it will automatically add the Steam names in as our names, so we can finally tell who is winning and who is losing. In addition, these additions were a byproduct of trying to get searching for games to work, which is now functional.

ss2

Overall, our game is shaping up a lot in terms of networking functionality. It is still lacking in aspects such as a pregame lobby, but at the same time our game is playable from a networking standpoint, and we are making good time for the end of the semester.