psychicsoftware
February 2, 2015
Zed's Dead

Zed’s Dead: moving towards alpha 0.2

February 2, 2015
Zed's Dead

Just a quick update on progress. Following some trials of the 0.1 alpha, I have refocused the game on full internet multiplayer, rather than LAN-only multiplayer. This involved a lot of refactoring. I have also (for now) removed the use of smartphones as controllers, and I have replaced websockets with UDP networking – this is important if the game is to run well on the public internet.

Features implemented in the past 2 weeks:
– master/lobby server running on a Linux box at psychicsoftware.com
– nodejs-based gameserver, also running on the Linux server, with game instances spawned on request by the master server
– scrolling map which can be up to about 5000×4000 pixels in total size
– login/game startup/choice of options/lobby chat
– gameplay includes players, zombies, bullets, re-spawning and a basic scoring system

I am also planning to have game sessions hostable by players (rather than only on my server) – I’m looking into NAT-punching in order to get that working from behind players’ routers. These game sessions will be able to use any maps that the players have designed in the game’s map-designer component, or that they have downloaded from the (planned) online maps respository.

Dammit, we need a picture. Here’s a picture!

.. and there’s a new Facebook page if you’re that way inclined:

Zed’s Dead: isometric LAN shooter using a mix of computers and smartphones – playable demo
Zed’s Dead – Progress Report Feb 2015

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PSYCHICSOFTWARE | Psychic Games Ltd.
Sam Redfern indie games developer and university academic