As promised, here’s the source code for Button Battle. As everyone should expect, it’s not the cleanest code, but I do have plenty of experience and it is commented. I expect that the code might be a valuable resource for people who want to see how things were done. To that end, I also made a point to keep all networking code confined to a single file.
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Great news! Button Battle is finished and you can play it right away… for FREEEEEEEEEEEE!!!
Okay, I haven’t finished a game yet that I plan to sell, but whatever. Here’s another description for you:
Button Battle puts two players against each other, attacking and blocking until one player is left standing. The combat is turn-based, where you choose to attack or block high/middle/low depending on how your opponent is attacking. The quicker you react to block an attack, the more damage your next attack will do.
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I took a little break from Don’t Blow It this week to explore one of my simple game ideas via prototype. The basis of the idea was for a multiplayer game which takes player reaction time into account when resolving combat. So, I set to work making a two-player combat video game similar to Rock, Paper, Scissors.
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In my recently released game, Button Battle, I opted to use RakNet to implement simple networked multiplayer. I figured I should talk a bit about how that all went, since I would have enjoyed reading such an article myself… and frankly, I’m going to forget this all soon and I will have to read it later.
I chose RakNet because it has been around for a while (mature), it works on Windows, Linux, and more (cross-platform), and it is free for my purposes (affordable). I have my own networking library based on SDL_net that is certainly cross-platform and affordable, but I would be making a bad decision (personally, as a game dev, and as a business) if I put more time into the library instead of my games. SDL_net does what it does well enough, but there is a lot of work to do in order to get something out of it that can be used in games.
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