Rivalry - Kew
Sorry for not making an update for a while, I instead focused on spending the last month creating two new features which are both almost complete. These are both the Skins feature which is around halfway complete and the Leaderboard feature which is already in the base game.

Now when you look at the Ranking UI within the Networking feature it will rank every person who has a score into the leaderboard. This score is currently based on how many players you have killed, which I feel displays experience more than skill, as an experienced player with a low win rate could still have more kills than a newer player with a higher win rate. Also, there is currently an issue where if you wish to see the updated statistics on the leaderboard you have to restart the game.


Test players on local server

I am still thinking of other ways to calculate this effect while also staying balanced. For example simply ranking the leaderboard based on the win rate would mean newer players could get a lucky first kill and never play again as they already have a 100% win rate. So I have done some simple testing of a few algorithms that may display skill over experience while still staying balanced. Some of which incorporate the other players score so beating a player with a higher score than you would increase your score more than beating someone with a lower score than you.


I am number one on the live server.. come at me :)

Then there is also the issue whereby people can farm points by constantly killing another owned account which is one of the more difficult issues to address. For this issue the only real way of stopping it is by limiting how much score one can gain from killing the same player over and over again.

I would encourage people to test it out and give some feedback on ways to improve it.

The other feature I have been working on is the Skins feature which can currently display local skins that are built into the game.


Crazy test skins I'm using to debug skinning

The selector at the top will change the entire player's skin while clicking on each limb with change its individual skin. This leaves room for some simple customisation as you can easily mix stains together.


Example of Skinning in Choose Weapons UI


Same Skin In Game

However when you select the fists skin you will more often than not change your weapon combination which is quite irritating to deal with. I have considered having it so clicking on the fist changes its skin while clicking on the area around the fist changes its weapon. However this functionality may confuse first time users.

My next step in finishing skins will be implementing Steam Workshop support which will allow for a wider variety of more interesting skin designs to be added to the game. I must then also allow for skins to be displayed online which would require an approval process which could then also lead to skins being implemented into the base game.

The skins I've made to test and develop skinning are very primitive but this is what I am aiming for once Steam Workshop is integrated.
http://steamcommunity.com/sharedfiles/filedetails/?id=624733305

In order to implement this feature I had to do a lot of work on polishing the player models as well as ensuring that both players are exactly the same.

Previously both players had different sprites associated with them that meant player 2 had slightly higher resolution limbs than player 2. Not only that Player 2 actually had shorter arms and a slightly smaller further back head.

When I noticed all these inconsistencies I began not only refurbishing Player 2’s limb sprites but also the shape and structure of Player 2. And to ensure that both players are identical Player 1 is now a direct copy of Player 2 just flipped the other way around.

Pending tasks are now
  • Chat System (Keeping in theme with the game).
  • Finish Leaderboard (I need to think of an algorithm that can't be exploited).
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Steam workshop for player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..
Rivalry - Kew
Sorry for not making an update for a while, I instead focused on spending the last month creating two new features which are both almost complete. These are both the Skins feature which is around halfway complete and the Leaderboard feature which is already in the base game.

Now when you look at the Ranking UI within the Networking feature it will rank every person who has a score into the leaderboard. This score is currently based on how many players you have killed, which I feel displays experience more than skill, as an experienced player with a low win rate could still have more kills than a newer player with a higher win rate. Also, there is currently an issue where if you wish to see the updated statistics on the leaderboard you have to restart the game.


Test players on local server

I am still thinking of other ways to calculate this effect while also staying balanced. For example simply ranking the leaderboard based on the win rate would mean newer players could get a lucky first kill and never play again as they already have a 100% win rate. So I have done some simple testing of a few algorithms that may display skill over experience while still staying balanced. Some of which incorporate the other players score so beating a player with a higher score than you would increase your score more than beating someone with a lower score than you.


I am number one on the live server.. come at me :)

Then there is also the issue whereby people can farm points by constantly killing another owned account which is one of the more difficult issues to address. For this issue the only real way of stopping it is by limiting how much score one can gain from killing the same player over and over again.

I would encourage people to test it out and give some feedback on ways to improve it.

The other feature I have been working on is the Skins feature which can currently display local skins that are built into the game.


Crazy test skins I'm using to debug skinning

The selector at the top will change the entire player's skin while clicking on each limb with change its individual skin. This leaves room for some simple customisation as you can easily mix stains together.


Example of Skinning in Choose Weapons UI


Same Skin In Game

However when you select the fists skin you will more often than not change your weapon combination which is quite irritating to deal with. I have considered having it so clicking on the fist changes its skin while clicking on the area around the fist changes its weapon. However this functionality may confuse first time users.

My next step in finishing skins will be implementing Steam Workshop support which will allow for a wider variety of more interesting skin designs to be added to the game. I must then also allow for skins to be displayed online which would require an approval process which could then also lead to skins being implemented into the base game.

The skins I've made to test and develop skinning are very primitive but this is what I am aiming for once Steam Workshop is integrated.
http://steamcommunity.com/sharedfiles/filedetails/?id=624733305

In order to implement this feature I had to do a lot of work on polishing the player models as well as ensuring that both players are exactly the same.

Previously both players had different sprites associated with them that meant player 2 had slightly higher resolution limbs than player 2. Not only that Player 2 actually had shorter arms and a slightly smaller further back head.

When I noticed all these inconsistencies I began not only refurbishing Player 2’s limb sprites but also the shape and structure of Player 2. And to ensure that both players are identical Player 1 is now a direct copy of Player 2 just flipped the other way around.

Pending tasks are now
  • Chat System (Keeping in theme with the game).
  • Finish Leaderboard (I need to think of an algorithm that can't be exploited).
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Steam workshop for player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..
Rivalry - Kew
Over the past 2 weeks I have been working primarily on Leaderboards with some investigation into Skins.

On the Rivalry Beta you will now notice that there is a new “Rank” UI that is a fairly barebones leaderboard containing a Scrollable list of player names and scores. (These players are merely there as an example to test the feature).



There have also been a few changes to the UI layout including an extra network menu option allowing you to choose between the networking and ranking feature. Some menu names have also been changed to aid in the consistency of the UI.



I have also added some new commands to the network protocol that can add and request scores from a set on a database. With this whenever someone wins a game their score can be incremented on the database and then retrieved by others when the ranks are displayed. However in its current state I have not yet wired up the client with the server.

Currently peoples scores are simply judged on how many players they have killed. This can be gamed with people kill farming accounts they have control over. I have experimented with algorithms that scale against the player you are fighting and will discourage killing the same person over and over again. This I must put more thought into and would definitely welcome suggestions on improvements.

I have also looked at how to effectively add skins into Rivalry and have started working on replacing the current player sprite in the choose weapons screen with an actual player.

Pending tasks are now
  • Chat System (Keeping in theme with the game).
  • Leaderboard (I need to think of an algorithm that can't be exploited).
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Research player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..



I also had a little experiment :)

Rivalry - Kew
Over the past 2 weeks I have been working primarily on Leaderboards with some investigation into Skins.

On the Rivalry Beta you will now notice that there is a new “Rank” UI that is a fairly barebones leaderboard containing a Scrollable list of player names and scores. (These players are merely there as an example to test the feature).



There have also been a few changes to the UI layout including an extra network menu option allowing you to choose between the networking and ranking feature. Some menu names have also been changed to aid in the consistency of the UI.



I have also added some new commands to the network protocol that can add and request scores from a set on a database. With this whenever someone wins a game their score can be incremented on the database and then retrieved by others when the ranks are displayed. However in its current state I have not yet wired up the client with the server.

Currently peoples scores are simply judged on how many players they have killed. This can be gamed with people kill farming accounts they have control over. I have experimented with algorithms that scale against the player you are fighting and will discourage killing the same person over and over again. This I must put more thought into and would definitely welcome suggestions on improvements.

I have also looked at how to effectively add skins into Rivalry and have started working on replacing the current player sprite in the choose weapons screen with an actual player.

Pending tasks are now
  • Chat System (Keeping in theme with the game).
  • Leaderboard (I need to think of an algorithm that can't be exploited).
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Research player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..



I also had a little experiment :)

Rivalry - Kew
This week I managed to fix a critical bug that would cause all games to fail if people had some special characters in their Steam name.

I have also doubled the network screen resolution which should make the mouse movement smoother. This resulted from a fix that solved an issue causing network mouse pointers to cluster in the bottom left of the screen when players were in a game.

I have also changes to the network protocol so you will need to upgrade to the latest version on steam or it won’t allow you to play online. For now the game engine will keep trying to reconnect after being rejected by the server so it will be a bit messy for a few days until everyone has upgraded :( I have also added some warning text on the network button if the protocol is mismatched so that in the future these updates are a bit cleaner.

When posting replay videos to Twitter it now lets you use the new 280 character limit.

Fixed numerous other small bugs that had been nagging at me for the last few months and finally managed to work on some new functionality. I have added lobby sound effects to alert players waiting in the lobby when players are available to fight. I'm learning how the Unity sound system works and am using this as the basis for future gameplay sounds such as sword hits.

Next week hoping to start working on an online chat which keeps within the style of the game :)

Pending tasks are now
  • Chat System (Keeping in theme with the game).
  • Leaderboard (I need to think of an algorithm that can't be exploited).
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Research player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..
Rivalry - Kew
This week I managed to fix a critical bug that would cause all games to fail if people had some special characters in their Steam name.

I have also doubled the network screen resolution which should make the mouse movement smoother. This resulted from a fix that solved an issue causing network mouse pointers to cluster in the bottom left of the screen when players were in a game.

I have also changes to the network protocol so you will need to upgrade to the latest version on steam or it won’t allow you to play online. For now the game engine will keep trying to reconnect after being rejected by the server so it will be a bit messy for a few days until everyone has upgraded :( I have also added some warning text on the network button if the protocol is mismatched so that in the future these updates are a bit cleaner.

When posting replay videos to Twitter it now lets you use the new 280 character limit.

Fixed numerous other small bugs that had been nagging at me for the last few months and finally managed to work on some new functionality. I have added lobby sound effects to alert players waiting in the lobby when players are available to fight. I'm learning how the Unity sound system works and am using this as the basis for future gameplay sounds such as sword hits.

Next week hoping to start working on an online chat which keeps within the style of the game :)

Pending tasks are now
  • Chat System (Keeping in theme with the game).
  • Leaderboard (I need to think of an algorithm that can't be exploited).
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Research player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..
Rivalry - Kew
School assignments are over and so I am now free to get back to work on Rivalry! However I wasn’t able to achieve as much as I had hoped for this week as I had to work on upgrading components of my local test server including my version of windows.

I did manage to fix a bug which posed a major risk towards the server. If someone were to quit and rejoin after their network connection dropped out while they were in a game. Then that person's game would remain as a broken game that people could join but never destroy. Technically people could create as many of these games as they wanted creating a huge list of broken games. So far I believe that this effect can no longer be recreated as once you rejoin after quitting the server now deletes your previous game.

Pending tasks are now
  • Various networking bug fixes.
  • Audio Notification that a game has started.
  • Chat System (Keeping in theme with the game).
  • Leaderboard (I need to think of an algorithm that can't be exploited).
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Research player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..

Rivalry - Kew
School assignments are over and so I am now free to get back to work on Rivalry! However I wasn’t able to achieve as much as I had hoped for this week as I had to work on upgrading components of my local test server including my version of windows.

I did manage to fix a bug which posed a major risk towards the server. If someone were to quit and rejoin after their network connection dropped out while they were in a game. Then that person's game would remain as a broken game that people could join but never destroy. Technically people could create as many of these games as they wanted creating a huge list of broken games. So far I believe that this effect can no longer be recreated as once you rejoin after quitting the server now deletes your previous game.

Pending tasks are now
  • Various networking bug fixes.
  • Audio Notification that a game has started.
  • Chat System (Keeping in theme with the game).
  • Leaderboard (I need to think of an algorithm that can't be exploited).
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Research player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..

Rivalry - Kew
For the next two weeks I won't have much time to work on Rivalry as I am in the middle of the main school assessments period for this year.

I've been loving watching people play and enjoy the game. There have been some great suggestions which I am now adding to my list and prioritising.

I have noticed that people using IPv6 have been having problems playing online games and is something I will be looking into but can't for a few weeks.

Pending tasks are now
  • Various networking bug fixes.
  • Audio Notification that a game has started.
  • Chat System (Keeping in theme with the game).
  • Leaderboard (I need to think of an algorithm that can't be exploited).
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Research player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..
Rivalry - Kew
For the next two weeks I won't have much time to work on Rivalry as I am in the middle of the main school assessments period for this year.

I've been loving watching people play and enjoy the game. There have been some great suggestions which I am now adding to my list and prioritising.

I have noticed that people using IPv6 have been having problems playing online games and is something I will be looking into but can't for a few weeks.

Pending tasks are now
  • Various networking bug fixes.
  • Audio Notification that a game has started.
  • Chat System (Keeping in theme with the game).
  • Leaderboard (I need to think of an algorithm that can't be exploited).
  • Complete network game lobby UI (make pretty and complete all network game modes).
  • Complete network game restart UI (make pretty).
  • Research player skins.
  • Research different arenas and backgrounds.
  • General bug fixing, tidy up and enhancement of look and feel..
...