Full notes
Full JOLT: Super Robot Racer update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone sorry for the huge wall of text, it’s been a while since we pushed an update out, we are now far enough along with the online multiplayer that we want people to test it out, break it even so we can improve and fix it further. JOLT is being developed by a small team and as such it is still under active development thus the early access. The keen among you would have noticed a new branch appear recently, this was so we could remotely test it with some of the developers, so if you have used that already you know what to expect, and that branch is likely to be removed over the coming weeks leaving just the beta and the normal branches.
What changed
- Compatibility
- Server
- Performance
Update Info
This update itself shouldn’t have broken single player, nor local multiplayer if you spot anything which isn’t ‘quite right’ then let us know! So the current state of online is as follows; You can join 1 of 4 pre-set rooms, up to a maximum of 4 players, upon 4 players joining the room or if the game stats the room will lock, 1 round is played then you can either play again, or you can quit back to the lobby, where you can join another room. If all 4 of the rooms are full you can make your own by entering its name on the right. This isn’t broadcast to anyone and as such could be seen as a private room to play with your friends. One point to note, the lobby requires a mouse for the time being, as the game evolves the HUD and Menus are likely to change so that hasn’t been completed yet. What you can expect from the online experience? You should be able to join a room, customise a character and then progress into a level. Inside this level you will be able to race against the other players within that room. What you may notice is occasionally the other player’s may seemingly vanish, or they may ‘jump’. This is due to latency and is being improved upon each update. So with that said, if you notice the other player going off screen and the round doesn’t end, chances are it’s the latency. When you or someone else dies a message is sent out informing the other clients of your demise.
What we are working on
Online multiplayer is still where the focus has shifted, there were a few hurdles which had to be overcome, as well as a few oversights so although we had previously had the character builder ‘working’ there was underlying issues which needed fixing as well as a whole load of HUD to link up. While fixing that we noticed a big glaring issue with the character builder in general (was memory leaking badly under certain circumstances which was then exacerbated with the online) which further sapped time, that’s all mostly under control now (let us know of any crashes obviously) So with that said, the main aims currently is to improve the auto prediction, the latency issues. The team here feel it is playable as is, but it isn’t where we want it to be so the main focus over the coming weeks is to improve this and obviously fix any bugs we come across. We also need to add in the players steam name rather than player 1, 2, 3, 4 as well as the ability to unlock the robot parts after defeating someone in the online environment. We also
Source
Changelog.gg summarizes and formats this update. How we read updates.
