
DemolitionX Jam
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
So, our elevator pitch:
Experience the ultimate form of destruction! Welcome to the online car demolition arena, where your goal is to survive as long as possible, gaining additional score for any damage dealt by jamming your opponents.
Some project description if you want to know more:
This is an experimental game intended for us to *try out the features of a Unity Mirror multiplayer framework*. We are currently hosting the server on our PC, but both server and client features are fully exposed to let you host the game (over Websockets, port 7778). We take part in the open-source initiative, iteratively developing modules that can be used and improved upon by anyone in the future. That said, the project is not feature-heavy yet, as we had to spend most of the 3 days solving basic Mirror issues. If you are interested in Mirror, check out my issue regarding their documentation at < https://github.com/vis2k/Mirror/issues/1853 >. We plan to deliver most of the experience as a part of our post-jam efforts, so stay tuned for updates. Also, we are looking for new aspiring game developers who want to join us in the process of improving Unity skills, I'm on Discord @ scsc#4746 if you have any questions :)
---
But before you connect...
Any developers interested in Unity || Mirror can join our project's Discord at https://discord.gg/m2E7jdg**
---
How to join
* The current version of this game (post-jam) is available *online on < https://scscgit.github.io/DemolitionX-Jam/ >*
* Other downloads are available on < https://github.com/scscgit/DemolitionX-Jam/releases >
---
If you want to wait for new players by having the game run in a background, you can stay in the car selection screen and you'll hear the sound of other cars whenever there's some activity. The jam has ended, so there's no scheduled activity, but feel free to ask around in our Discord, we're happy to join you if the server is empty :)
We are actively working on this version, so you can watch the project for new updates after jam. Feel free to connect using multiple browser tabs to test the game if there are no opponents, or use the Windows build to host your own server (WebGL cannot host). Our server is hosted in Maldives, so expect a nice latency of > 200ms to make the game even more fun!
Other technical details:
* *The older alpha version representing the game state near Ludum Dare 46 deadline is available for reference purposes on < https://github.com/scscgit/DemolitionX-Jam/releases/tag/v0.1-alpha >, mostly as a Windows build, because you can't host your own server using WebGL (and you can only connect to it from WebGL hosted on non-HTTPS pages). There's a random terrain-based arena instead of the new modern one, and it's barely capable of exploding barrels that don't re-spawn, so don't expect too much from before a deadline. After that, we were trying really hard to enable Secure Websocket connection to allow WebGL connect to our server in spite of HTTPS-hosted pages like itch.io, but Mirror had countless of undocumented issues, so we had to give up in order to be able to release a stable game before the jam ends. There are still plenty of issues that we're aware of and haven't had time to address even in our most updated version, as we're adding new features faster than making them multiplayer-compatible :)*
Features:
* Powerful spinning
* Parts randomly flying all around
* The challenge of trying not to get stuck!
* Asynchronous physics and its effect on client-sided players
* Server hosted far away from most of the civilization, so you can enjoy the 200ms lag to its fullest extent!
* A choice of up to two vehicles
* Almost a functioning score tracking database (we're working on a real system of accounts)
* The basic game loop hosted and enforced by a server, re-spawning objects every few minutes
* Customized vehicle physics script along with an intelligent camera
* Destructible parts of all vehicles, both deforming and also falling off
* Hovering health/score bars over all players
* HUD that visualizes all recent events
* Press V for a stationary cinematic camera
* Experimental garage as a preview of future customization features
* Nothing happens yet when you lose all HP (arguably not a feature)
Some important known issues on v0.3.2:
* Garage doesn't affect how other players see you, it's purely a feature preview.
* ~~Garage is displayed right above the arena, so you can sometimes see other players, or can't see a customized car.~~
* Detached parts of vehicles aren't always synced ~~and they aren't being cleaned up on restart.~~
* * ~~This also displays random collision events.~~
* You can fall out of the arena, and you can really feel the delay before barrels explode due to a server latency.
* GUI including timer and results can look unreadable as a white text without background, we'll re-design this soon.
* Camera rotates too slowly, clips behind walls if you are too close to them, and doesn't feature rear view mirror.
* Barrel explosions aren't visualized using any particles, and they sometimes incorrectly roll over after re-spawn.
* Some physics is calculated at the server side and some at the client side, often causing some unfair advantage.
* Until we make this more stable, deterministic and cheat-free, it's possible to severely abuse our server.
* I mean, please don't use our open-source Unity code to connect and change client's position/variables directly ;)
We would be happy to hear any feedback. Feel free to check out our change-log via Git commit messages.
Experience the ultimate form of destruction! Welcome to the online car demolition arena, where your goal is to survive as long as possible, gaining additional score for any damage dealt by jamming your opponents.
Some project description if you want to know more:
This is an experimental game intended for us to *try out the features of a Unity Mirror multiplayer framework*. We are currently hosting the server on our PC, but both server and client features are fully exposed to let you host the game (over Websockets, port 7778). We take part in the open-source initiative, iteratively developing modules that can be used and improved upon by anyone in the future. That said, the project is not feature-heavy yet, as we had to spend most of the 3 days solving basic Mirror issues. If you are interested in Mirror, check out my issue regarding their documentation at < https://github.com/vis2k/Mirror/issues/1853 >. We plan to deliver most of the experience as a part of our post-jam efforts, so stay tuned for updates. Also, we are looking for new aspiring game developers who want to join us in the process of improving Unity skills, I'm on Discord @ scsc#4746 if you have any questions :)
---
But before you connect...
Any developers interested in Unity || Mirror can join our project's Discord at https://discord.gg/m2E7jdg**
---
How to join
* The current version of this game (post-jam) is available *online on < https://scscgit.github.io/DemolitionX-Jam/ >*
* Other downloads are available on < https://github.com/scscgit/DemolitionX-Jam/releases >
---
If you want to wait for new players by having the game run in a background, you can stay in the car selection screen and you'll hear the sound of other cars whenever there's some activity. The jam has ended, so there's no scheduled activity, but feel free to ask around in our Discord, we're happy to join you if the server is empty :)
We are actively working on this version, so you can watch the project for new updates after jam. Feel free to connect using multiple browser tabs to test the game if there are no opponents, or use the Windows build to host your own server (WebGL cannot host). Our server is hosted in Maldives, so expect a nice latency of > 200ms to make the game even more fun!
Other technical details:
* *The older alpha version representing the game state near Ludum Dare 46 deadline is available for reference purposes on < https://github.com/scscgit/DemolitionX-Jam/releases/tag/v0.1-alpha >, mostly as a Windows build, because you can't host your own server using WebGL (and you can only connect to it from WebGL hosted on non-HTTPS pages). There's a random terrain-based arena instead of the new modern one, and it's barely capable of exploding barrels that don't re-spawn, so don't expect too much from before a deadline. After that, we were trying really hard to enable Secure Websocket connection to allow WebGL connect to our server in spite of HTTPS-hosted pages like itch.io, but Mirror had countless of undocumented issues, so we had to give up in order to be able to release a stable game before the jam ends. There are still plenty of issues that we're aware of and haven't had time to address even in our most updated version, as we're adding new features faster than making them multiplayer-compatible :)*
Features:
* Powerful spinning
* Parts randomly flying all around
* The challenge of trying not to get stuck!
* Asynchronous physics and its effect on client-sided players
* Server hosted far away from most of the civilization, so you can enjoy the 200ms lag to its fullest extent!
* A choice of up to two vehicles
* Almost a functioning score tracking database (we're working on a real system of accounts)
* The basic game loop hosted and enforced by a server, re-spawning objects every few minutes
* Customized vehicle physics script along with an intelligent camera
* Destructible parts of all vehicles, both deforming and also falling off
* Hovering health/score bars over all players
* HUD that visualizes all recent events
* Press V for a stationary cinematic camera
* Experimental garage as a preview of future customization features
* Nothing happens yet when you lose all HP (arguably not a feature)
Some important known issues on v0.3.2:
* Garage doesn't affect how other players see you, it's purely a feature preview.
* ~~Garage is displayed right above the arena, so you can sometimes see other players, or can't see a customized car.~~
* Detached parts of vehicles aren't always synced ~~and they aren't being cleaned up on restart.~~
* * ~~This also displays random collision events.~~
* You can fall out of the arena, and you can really feel the delay before barrels explode due to a server latency.
* GUI including timer and results can look unreadable as a white text without background, we'll re-design this soon.
* Camera rotates too slowly, clips behind walls if you are too close to them, and doesn't feature rear view mirror.
* Barrel explosions aren't visualized using any particles, and they sometimes incorrectly roll over after re-spawn.
* Some physics is calculated at the server side and some at the client side, often causing some unfair advantage.
* Until we make this more stable, deterministic and cheat-free, it's possible to severely abuse our server.
* I mean, please don't use our open-source Unity code to connect and change client's position/variables directly ;)
We would be happy to hear any feedback. Feel free to check out our change-log via Git commit messages.