When the server needs to notify the client that something significant is happening, it sends it a server event. Examples include incoming missiles, the fact that the player’s ship is destroyed, or a chat message. Like actions, events have types that identify them over the wire. They are also property holders so they can contain […]
To allow a consistent way of handling traffic between client and server, we introduced the actions concept. This based on the Command design pattern and makes it quick for us to implement features that requires functionality on both client & server sides while keeping the code elegantly isolated in single-responsibility classes. All our actions implement the IGameAction interface […]
Our game play structure relies on three core components: Entities, Actions, and Server Events. The main reason for this abstraction is to allow easy communication with the server. By wrapping our core components in well-defined structures we can easily expand them while ensuring that they can always be serialized and deserialized correctly. Entities Any object […]
When players first join the game, they go to the lobby screen by default. This is where they can create new battles, invite friends to join their battles, and respond to invitations they receive. This is our original lobby screen concept. And these are the final visuals for the […]
Welcome to War to the Core’s official website. The purpose of this site is to provide exposure to our in-the-making game project to anybody interested to follow our progress or get involved. Whether you would like to test our game, check our artwork, or criticize our ideas, we would like to hear from you. Please head […]
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