Bug Squashing and Multiplayer Testing, Testing and More Testing


MULTIPLAYER TESTING

We have completed testing of multiplayer via a local area network successfully. Both on machines connected to the same network segment as well as machines connected to different network segments within the same LAN.

We have setup a test server to attempt running a multiplayer test over the internet. The server has been pretty much fully configured and we plan to run the test some time this weekend, perhaps after CODCON. So far we have performed our tests running the game from the UE4 Editor. We assume that it behaves the same with a packaged version of the game. We may run a packaged version test after the first internet multiplayer test is successful.

BUGS WITH GRAVITY FIELDS

We have been experiencing some bugs with overlapping gravity fields; specifically when transition from one wall to another. The player will sometimes get stuck where the two fields overlap.

We have been able to overcome this bug by setting priority in the fields. If we ensure that no two overlapping fields have the same priority, then the transitions between fields work much more smoothly and we seem to have eliminated the issue where players will get trapped between the two fields. We still need to do further testing to ensure the issue has been overcome. Additionally with some of the level designs we have in mind, there will be a lot of overlapping of fields. Smooth transitions will be critical as well as bug free movement between fields. 

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