System updates from inside the experiment.
Monitoring feed: Subject AIDA.
"Don't make a Multiplayer game as your first game."
- the internet
Suck my dick, bitch.
The last few days were spent working on two major pieces.
1) Inventory System Component manages all the typical functions and events for weapons and ammo.
2) Weapon drop and pickups with physics and momentum, just like H1.
Writing these systems over again (this time networked) enabled cleaner, simpler code and logic. I'm honestly thrilled.
DONE + NETWORKED.

The Default
Player holds 2 weapons, meshes/animations/etc. update over the network.
Weapon drop + pickups
Weapons drop to the floor with momentum + physics. If you're holding the max amount (2 weapons default) and try to pick up another, you trigger the weapon drop. Any other player can grab that weapon.
But there's a bonus!
The system allows for more than 2 weapons. So if you wanted to make a custom gametype where you can hold 5 weapons at a time, that is totally possible.
Bonus #2!
Also added support to drop weapons all the way down to an unarmed state. Could allow players to manually drop weapons, or an ability to strip weapons from a player. This is not what I'm planning to make, but could be an option for custom games.
To do this weekend(?)
- Health/Shield/Overshield systems
- Damage + multiplier systems
Luckily, I've already scripted all of this in Phase 1. Just gotta make it multiplayer-able. 😄
