Shahan wrote:You can make client-side zombies, but you think it will stress network if you add many clients? No, tested on servers with up to 100 players.
The information I'm looking for.
unsigned char* wrote:You need test it, depends of connection quality and computer features...
You are using "A* Pathfinding" or something like that?
How do you handle the casuistry of the hook and gravity?
I'm not planning to use real pathfinding algorithms. Instead zombies can respawn / teleport to the nearest spawn point, just outside player's vision range. That way you never see them respawning but they're always close (when wanted). Hunting single enemies in big maps is tiring. Getting trapped in tight spot against never ending horde of zombies (that last e.g. 20 seconds) with nothing but a chainsaw gives better vibes imo.
Adding invisible lemmings (AI guiding game tiles) to maps is also super easy, to prevent e.g. bots from running to death tiles. Priority driven state machines...
I actually removed hook from my version, and I'm not planning to add it back. I modified physics a bit and added dash and walljumps. What you mean by casuistry of the gravity? Since I already modified the protocol and such, nothing keeps me from adding e.g. angry zombie birds (flying bots with unique physics).