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Connected Game Development Blog #6 (28/04/2026)
Since I already smoothed out the vast majority of bugs and glitches that were plaguing Mechanical Mayhem over the past couple of days, I decided to try and polish it up a bit before the final submission this evening. Since I never got round to implementing animations for the player characters, I took a stab at that, only to find that every animation save for the Idle animation lacked a rig for the player model, which meant that the Idle animation would be playing forever on r
scottgray500
Apr 282 min read


Connected Game Development Blog #5 (27/04/2026)
The current state of GameLogic's PlayerJoined function, which includes a line that sets the value of each player's colour index to the order that they joined the game in. Since everyone was still using the same white colour palette, I decide to add player colours to the game so that each player can tell each other apart, which I did by creating an index that gets called in GameLogic's PlayerJoined() function and sets the player's colour depending on the order in which they jo
scottgray500
Apr 272 min read


Connected Game Development Blog #4 (26/04/2026)
After figuring out how to make the Bazooka damage players upon its rocket's collision with a player, I got to work on adding a proper turn system to the game, where the order is decided based on the order in which each player joined the host's game, with the host going first. Once a player has attacked during their turn, they're given 5 more seconds move their character, giving them an opportunity to retreat before the next player's turn. I also added a proper weapon select m
scottgray500
Apr 266 min read
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