Most of the work was done inside of a week with no plans to ever launch it publicly. Then we changed our mind, spent another week on it and wrote up a blog post.
The hardest part was probably the mutliplayer networking and latency compensation. It required a lot of tweaking and it's still far from perfect, but I think it's pretty reasonable for two weeks of work :)
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[ 4.6 ms ] story [ 39.8 ms ] threadThe hardest part was probably the mutliplayer networking and latency compensation. It required a lot of tweaking and it's still far from perfect, but I think it's pretty reasonable for two weeks of work :)