Server status Helios/Liberty:
DOWN
Liberty not connected to the server!
Helios not connected to the server!
Here you can find my old school
and personal projects
Project Helios:
Project Helios started all the way back in my first year at Södertörn. Back then it was me and Ulfrik Björkqvist that had an idea to do a thrid person teambased tactical shooter with dangerous ai elements. The first iteration of the game was a Zombie game where you played in the dark, trying to find and kill the enemy players. The npcs were drawn to light and attacked players they found. Therefore the flares and flashlights the players had were of tactical use, to either get away from the npc or to use them against your enemy. This concept is still the same, but we chose to go for a sci-fi game instead back in 2013-12-15. All Npcs are currently deactivated while the networkcode is being rewritten.
Supports Local and online play.
Online Server might be down!
We've gone over to Unreal Engine 4 with this project and rebuilding it from scratch due to graphics and Network code, so there won't be any major updates to this version for now, since I'm working on the Unreal Engine 4 version instead.
All aspects of the game is done by me codewise. I've also done a lot of the design on this project, since it was Ulfriks and my idea.
OBS: This game is not made to be played on WEBPLAYER, experience may be bad!
To download standalone go: Here
Know Bugs:
* Starting a rematch from result screen after voting for another gamemode might result in some game functions not working properly (Looking for the issue).
UPDATES: DevBlog can be found: Here!
Project Liberty:
Project Liberty was started by me 2014-10-21 as a project for my pilot study. I was unsatisfied with how I had built my network code in Helios, since that was one of my first realtime-multiplayer games. Therefore i decided that I wanted to make a real Server-Client structured multiplayer game.
The pilotstudy I wrote was about network disperities between server and client characters. This helped me get the time and data i needed to research good network coding practices and improve my code.
I will continue working on the network-part of the game during my C-essay, which will be continuing on my pilot study. After that is done and I'm satisfied, I will be continuing on the actual gameplay itself.
Right now the game is a FPS with hitdetection for organs, armor, etc. Even though you get hit by a shot that won't go through your kevlar, it still hurts due to forces applied to your organs/bones.
My goal with this game is to make a more "realistic" FPS that is fastpaced and plays like a combination of BattleField(Loadouts), Call of Duty(Loadouts, Last Stand and Gamemodes) and counter-strike(Teamsize, networkcode and match pace).
Basic server side lag compensation added. Explained Here
Basic Kalman filter added for clientside prediction.
Working on improving it and optimizing network code now.
Supports Local and online play.
Online Server might be down!
All aspects of the game is made by me. Some Graphics are free and downloaded from Unitys Shop.
OBS: This game is not made to be played on WEBPLAYER, experience may be bad!
To download standalone go to: Here
Know bugs in webplayer:
Problem with mouse sensitivity in webplayer now solved.
* The option to change sensitivity from the pause menu is not implemented yet. (The sliders are there, but they don't do anything). Changing in the main menu still works.
* After disconnecting from a match, attempting to log in again won't work. (Reload the page to fix this).
Kalman filter just implemented for clients!
IMPORTANT:
* New version where problem with client extrapolation is fixed uploaded (Movement is a bit laggy atm, but that is due to the Vector3.Lerp (Smoother movement on the way))
* Problem with spawn rooms not appearing after respawn fixed
* If Server is up but you can't connect, hit the get IP button for the game to fetch the correct MasterServer IP, then click Online again and it should connect
UPDATES: DevBlog can be found: Here!