Inspiration
Since we were stuck in Lockdown we realized that there was a huge quality gap between free games and paid games. The mobile games had tons of ads or were just bad, while the paid games were expensive and required powerful hardware to play. We wanted to change this so we built a game that we believe fills this gap.
What it does
It's a game, you're supposed to have fun with it. We included bouncing mechanics in order to make the game more challenging and fun.
How we built it
We used a central server to process data and make necessary changes to it. Computers around the world can connect to the central server to receive and send data in order to play our game. We also included some math for the bouncing mechanism.
Challenges we ran into
Sending data from multiple to the central server, as well as making players movements more fluid. We also struggled with linking the front-end and back-end of the game together.
Accomplishments that we're proud of
We are proud of being able to actually send and receive data from multiple computers to one server. As well as being able to make players more fluid.
What we learned
We learned how to create a central server to receive all the data and send changed data out. We also learned about real world physics from Mr Schattman's class and we tried to use it in the game itself. We took advantage of Apache Maven to help us handle dependencies between projects.
What's next for SlickShot
We don't really know, I guess we should really try to link the front end and the back end of the program together. We also need to actually make the game work properly. As well as trying to make larger servers for bigger teams to play on.
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