Implementing pre-hit displays to increase real-time feedback
Lumiterra » Devlog

As our game type is MMORPG and we've chosen to implement a state synchronization mechanism. To provide a better feedback experience for players, we have incorporated local computations in the client-end. This means damage values don't need to be confirmed by the server first. However, if server verification detects any issues, we will sync back to the server's damage values.
Files
Lumiterra-win-installer.exe (for website download) 115 MB
Jul 06, 2023
LumiterraInstaller.pkg 197 MB
Jul 06, 2023
Get Lumiterra
Lumiterra
🧑🤝🧑Multiplayers 👩🌾Farm ⚔️Battle 🗺️ Explore
| Status | In development |
| Author | Lumiterra |
| Genre | Adventure, Action, Role Playing, Simulation, Survival |
| Tags | Exploration, Farming, MMORPG, Multiplayer, Roguelike, Sandbox |
| Languages | English |
More posts
- 🍋 Lumiterra Dev Log #142 · new faces approaching, July loading6 days ago
- 🍋 Lumiterra Dev Log #141 · Agents on the Horizon, Roots Still Growing15 days ago
- 🍋 Lumiterra Dev Log #140 · The World Gets a Story, the Season Gets Closer20 days ago
- 🍋 Lumiterra Dev Log #139 · Fan Built, Season Loading25 days ago
- 🍋 Lumiterra Dev Log #138 · Agents Learn to Stake, the Social Layer Takes Sha...34 days ago
- 🍋 Lumiterra Dev Log #137 · The Wrong Answers, the Right Signals41 days ago
- 🍋 Lumiterra Dev Log #136 · Pizza, $LVMON, and the Players Who Stay48 days ago
- 🍋 Lumiterra Dev Log #135 · Agents Never Sleep, Puzzles Never Tell55 days ago
- 🍋 Lumiterra Dev Log #134 · the card in your hand, the chest at the gate62 days ago
- 🍋 Lumiterra Dev Log #133 · it's about time, the kit is ready67 days ago
Leave a comment
Log in with itch.io to leave a comment.