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Nexus Siege
Released - 2026-02-13
Available on
VRChat
About this world
Nexus Siege combines tactical team-based combat with strategic objective control. Set in a fortified mountain arena under a blazing sunset, two teams clash for dominance: the Attackers, striving to breach the perimeter, and the Defenders, holding the line to protect their Core.
Victory relies on coordination through three distinct phases. Attackers must first capture the central zone to unlock the defenses, then destroy the Generator to lower the main barrier, and finally shatter the Core. Defenders have access to heavy fortifications, including deployable turrets and protective shields, to halt the advance.
With customizable game settings like Overtime tension and Core repair mechanics, every match offers a unique challenge. Will you break through the siege, or will the defense stand eternal?
Key Features:
3-Phase Objective System: Capture the zone, disable the Generator, destroy the Core.
Tactical Arsenal: Load up with 3 base weapons per team plus a unique special weapon for each side.
Defense Systems: Utilize strategic one-time-use turrets (optional) and layered energy shields (upgradeable up to 50% protection).
Power-Ups: Scavenge the arena for 5 different boosters: Speed, Money, Regen, Ammo, and Shield.
Dynamic Modifiers: Optional mechanics including Generator Repair (restore HP for credits) and an intense Overtime mode where every second counts.
Nexus Siege combines tactical team-based combat with strategic objective control. Set in a fortified mountain arena under a blazing sunset, two teams clash for dominance: the Attackers, striving to breach the perimeter, and the Defenders, holding the line to protect their Core.
Victory relies on coordination through three distinct phases. Attackers must first capture the central zone to unlock the defenses, then destroy the Generator to lower the main barrier, and finally shatter the Core. Defenders have access to heavy fortifications, including deployable turrets and protective shields, to halt the advance.
With customizable game settings like Overtime tension and Core repair mechanics, every match offers a unique challenge. Will you break through the siege, or will the defense stand eternal?
Key Features:
3-Phase Objective System: Capture the zone, disable the Generator, destroy the Core.
Tactical Arsenal: Load up with 3 base weapons per team plus a unique special weapon for each side.
Defense Systems: Utilize strategic one-time-use turrets (optional) and layered energy shields (upgradeable up to 50% protection).
Power-Ups: Scavenge the arena for 5 different boosters: Speed, Money, Regen, Ammo, and Shield.
Dynamic Modifiers: Optional mechanics including Generator Repair (restore HP for credits) and an intense Overtime mode where every second counts.
✨ New stuff
- [PLAYER REQUEST] Added an optional overtime system: if the core's life reaches 15% or less, the game goes into overtime, and a shot must be made every 5-15 seconds (depending on the number of players) to continue overtime
⚙️ Improvements & Changes
- Changed the credit panel and added all the names of the people who tried the game.
- [PLAYER REQUEST] Added a local hit sound (when you get hit) that can be enabled/disabled locally.
- [PLAYER REQUEST] Added a feedback effect when a laser gun does not hit a player or targets.
👾 Gameplay & Balancing
- Changes to balancing different numbers of players between teams (+100 points instead of 75 - Core / +75 points instead of 50 for the generator)
- Upgrade a shield for the defensers is now 75C instead of 90C
- Shields of defensers are now less strong, starting at 12.5%, going up to 25% instead from 25% to 50%
🛠️ Technical & Fixes
- [PLAYER REQUEST] The game's UI had boxes marked with an X even when unchecked, it was confusing players, this got changed.
- Fixed an issue with the font, so no more strange characters... normally.
- Added the page in the "How to play" related to "Overtime"
- Updated the page in the "How to play" related to "Sheilds"
1.0-Release-Candidate-5 - 2026-01-18 DevBuild
✨ New stuff
- [PLAYER REQUEST] Added a setting to view player hitboxes in the settings menu.
- [PLAYER REQUEST] Added an info panel for spectators, reminding them who is on each team and how much time is left before the end of the game
- [PLAYER REQUEST] Added the option to purchase repairs for the generator and/or core (optional)
- Added a toggle to disable/allow dual weapons [EXPERIMENTAL]
⚙️ Improvements & Changes
- [PLAYER REQUEST] Added settings, "how to play", and credits to the spawn team area when you are in-game. This allows you to change your settings at any time during gameplay.
- [PLAYER REQUEST] Changed the color of the “Buy” button in the shop to avoid confusion about whether or not it is possible to purchase items. This is particularly important for attackers.
- [PLAYER REQUEST] Added a background check and a visual clue to see if you can buy something from the shop or not, red when it's too expensive.
- [PLAYER REQUEST] More aggressive parameter changes to improve FPS on low-end PCs.
- The timer is now stopped when the attackers have won the game.
- Changed the layout and how to navigate in the how to play panel.
- Updated information on the how to play panel to reflect changes in the game.
- 3 Small adjustements/improvement
👾 Gameplay & Balancing
- [PLAYER REQUEST] If a player starts will less than 15C, their wallet will be set as 15 by default, instead of less than 5 and 5 is added
🛠️ Technical & Fixes
- [PLAYER REPORT] Fixed an issue where the colliders of the barrels, boxes etc. couldn't stop the guns (oops)
- [PLAYER REPORT] Potential fix for an issue that allowed players to shoot with a weapon in the other hand while pointing at the weapon with a free hand
- Improved code when a player takes damage in many areas, for greater stability.
- The end of the game should now be locked in the code to avoid any potential issues related to the end of the game.
- Fixed a duplicate asset
- Fixed that fact the countdown started before the game
- Fixed an issue you could still change game settings after starting the game
- Fixed an issue where the countdown from 5 to 0 at the end of a game would skip the second "1"
- Fixed an issue with the code that slowed down the end of a game for non masters, aka too long to respawn... redid the end process
- Attempted bug fix to prevent the destruction of the core if the blues have won, which creates a race condition.
- Attempted to fix synchronization issues with the scoreboard, thorough cleanup of network-side code.
- The red barrier won't be hidden anymore, it was useless code.
- Some other code clean-up and optimization in vram usage (sacrifice in quality is necessary), the world is about 20% smaller in size too.
- 3 Small fixes
- Rebaked lightmap + occlusion culling
1.0-Release-Candidate-4 - 2025-12-26 DevBuild
✨ New stuff
- Added a supporter board, and made the necessary so people can support me and show off their names in the world. Perks to be decided in the future.
🛠️ Technical & Fixes
⦁ Fixed some issues since the latest update related to the shops
⦁ Fixed an issue that didn't make the "Capture zone" slider dissapear, when the generator got destroyed
1.0-Release-Candidate-2 - 2025-12-13 DevBuild
✨ New stuff
⦁ Added a new modifier to enable global defenders turrets or not
⦁ [REQUEST FROM PLAYERS] Added a button to the shop to buy Ammo - 20C for 50x
⦁ [REQUEST FROM PLAYERS] Added an additional shop for both the teams to help improving the flow of the shops, this indirectly doubled the pool system
⚙️ Improvements & Changes
⦁ Added a button to only disable the lobby music
⦁ The weapons are no longer having gravity when they just got bought
⦁ Made a bit more "obvious" it's one player at a time at shop
👾 Gameplay & Balancing
⦁ [REQUEST FROM PLAYERS] Speed boost are faster
⦁ [REQUEST FROM PLAYERS] Increased the range of the hair dryer by 40%
⦁ Shield upgrade for the blue team is now 90C instead of 60C
⦁ The Hairdryer is now 75C instead of 60C
⦁ The love laser gun is now 45C instead of 60C
⦁ Increased the waiting time between purchase from 1 to 1.5 seconds
🛠️ Technical & Fixes
⦁ The master of the instance didn't have the authority to stop the game at the correct time, this has been fixed
⦁ Rewritten the countdown system to be less network noisy
⦁ Upgraded the clear tag event to help fix missing tags when the game has stopped
⦁ Fixed shield pic placement in the shop UI
⦁ Forgot to add safety checks to prevents to add too much defeats
⦁ Fixed a bug that made health bars potentially interactable under certain conditions
⦁ Tried multiple fixes to improve of the stability of the turrets.. (pray for me)
⦁ Fixed an issue where purchasing a shield upgrade would change the state of the UI in the store for everyone
⦁ Updated VRChat SDK
⦁ Upgraded auto-hold for weapons, to have better compatibility with most controllers since vrchat update on that part
⦁ Updated most shaders
⦁ Rebaked light mapping + occlusion culling
⦁ Cleaned some codes
1.0-Release-Candidate-1 - 2025-10-17 DevBuild
⚙️ Improvements & Changes
⦁ Improved, and msotly remade the how to play area
⦁ Added a small highlight to boosts
⦁ Small Menu UI adjustment
⦁ Added a warning to say it's a one at a time shop
🛠️ Technical & Fixes
⦁ Fixed one music issue where all of them started
⦁ Fixed an issue you couldn't select players for vrchat reasons when not in game
⦁ 1 Backend fix
⦁ Cleaned all the project cache
0.9 (Alpha) - 2025-09-11 DevBuild
New stuff
- A new weapon has been added to the game, complete with all necessary mechanics and assets.
- Introduced a new Shield Modifier system, as a boost, and with the shop with all necessary mechanics and assets.
- Players can now choose between the Original & Remixed soundtracks via a new option in the settings menu.
- A master volume slider for musics has been added for better audio control.
- A new dynamic color system has been implemented for most of the game's weapon. Apply your favorite color!
Improvements & Changes
- The Shop interface has been completely reorganized to allow more stuff shown.
- The final Core explosion animation has been enhanced.
- The activation visual for the "hairdryer" weapon is now more obvious.
- Rebaked scene occlusion.
- The lobby music has been replaced with a new track.
- The number of final battle music tracks has been reduced from three to two.
- Added a Ko-fi support image in the changelog/author area.
- Implemented a size limit for player avatars.
Gameplay & Balancing
- The default health of the Generator and the Core has been significantly increased.
- Health for these objectives now scales more intelligently based on the number of players, ensuring better balance in matches with unbalanced teams.
- The effective range of the Handcannon has been reduced.
- The health regeneration effect of the Medpack has been made more powerful.
Fix & Technical
- The weapon pool size available in a match has been doubled.
- Improved the "picture sphere" area: the plane is now smaller, closer to the camera, and remains permanently visible.
- Fixed a critical issue where win condition logic for the defending team was not being applied correctly.
- Resolved a bug preventing Blue Team victories from being registered on the scoreboard.
- Fixed an issue where the Blue Team was not awarded money after winning a match.
- Fixed a bug that prevented wins from being saved correctly in player stats.
- Corrected an issue that could cause "double wins" to be recorded on the scoreboard.
- Fixed an error in the accuracy calculation for both the scoreboard and player stats.
- Fixed an issue where any player could stop the match when the timer reached zero.
- Remixed three music tracks to resolve technical errors and playback glitches.
0.8 (Alpha) - 2025-08-27 DevBuild
New stuff
- A new system has been added to track persistent player stats, so kind of "player profiles"
- The post-game sequence has been enhanced with a new team "photo souvenir" feature and a dedicated area for it on the map
- Added four new remixed music tracks to the game's soundtrack. Proper credit has been given to the original artists
- Added several new pages to the tutorial section to better detail game features for new players
Improvements & Changes
- The layout of the main menu has been adjusted again to prevent players from accidentally starting a match
- A 30-second countdown has been added before a new game starts, giving players time to prepare, and let the system breath
- Implemented slight improvements and tweaks to the map's level design
- Rebaked the lighting maps to reflect visual changes in the lobby, including the addition of more light sources
- The weapon accuracy logic has been changed for stats
Gameplay
- Players now begin with 100 ammo instead of 75
- Players now receive a complimentary amount of ammo when purchasing a new weapon from the shop
Bug Fixes & Technical
- Merged two backend systems into one to reduce network traffic and improve performance
- The team management system has been heavily modified to be more dependent on the master client, which should result in more stable matches
- Fixed a persistent bug where a player's weapon would not disappear correctly upon death or when leaving the play area
- Implemented further fixes to address recurring issues with the weapon and shop systems
- Fixed an issue where players would not receive the correct amount of starting ammo when restarting a game
- Resolved a critical issue where the "game start" event could be triggered multiple times if more than one player was in the lobby
- Fixed a bug that allowed players to damage the Nexus Core while its protective barrier was still active
- Attempted an additional fix to ensure player tags are properly cleared when a match ends
0.7 (Alpha) - 2025-08-09 DevBuild
New stuff
- Added a new, more visible version panel with a changelog of the latest updates and a credit section for the world's creator.
- Added two new buff areas, bringing the total to six.
- Added new accuracy statistics.
Gameplay
- Adjusted the position of existing buff areas.
- Reduced the cooldown time for buff spawns from 30 seconds to 25 seconds.
- Increased the starting ammo from 50 to 75.
- Modified the ammo buff value range from 5-25 to 15-30.
- Adjusted the money buff value range to match the new ammo buff values.
- Decreased the love laser cooldown from 5 seconds to 4 seconds.
- Reduced the cost of the laser gun from 5C to 3C.
Improvements & Changes
- Slightly improved the lobby area.
- Remade the "how to play" area to better explain the main goal of the game.
- Updated the visual design of the shops to include more information about the weapons.
- Improved the reloading UI.
- Adjusted the personal player UI to reduce blurriness in VR.
- Changed how the shop reacts when an item is purchased.
- Rebaked occlusion and lightmaps.
Bug Fixes / Technical
- Fixed: An issue where hairdryers and the love gun were not returning to the pool after a game ended or a player died.
- Fixed: A problem where the destruction of the barrier was too wide.
- Attempted Fix: A persistent issue with purchasing weapons from the pool. This is the third attempt at a fix and will require further testing.
- Potential Fix: An issue with the scoreboard. This will require further testing.
0.6 (Alpha) - 2025-08-05 DevBuild
New stuff
⦁ Added a new health boost item that allows players to regenerate health
⦁ Implemented a new UI icon to indicate when a player has a speed boost
⦁ Added a feedback sound that plays when a boost item is picked up
⦁ Added a message to notify players when they are unable to purchase an item from the shop
⦁ Created custom 3D models for buffs
Gameplay & Balance
⦁ Economy : Players now start with 25C (down from 50C)
⦁ Economy : Killing a player now rewards 15C (up from 10C)
⦁ Economy : The HairDryer and Love Laser guns now cost 60C (up from 50C)
⦁ Laser Gun : Reduced damage from 10 to 8
⦁ Laser Gun : Increased cooldown from 0.4s to 0.5s
⦁ Handcannon : Increased damage from 20 to 30
⦁ Handcannon : Deals 30% more damage to generators and cores
⦁ Handcannon : Ammo cost is now 3 (down from its previous cost)
⦁ The love effect duration has been increased by 1 second
Improvements & Technical
⦁ Changed the UI elements for money and ammo
⦁ Adjusted the size and position of the player UI
⦁ Moved the speed modifier to a dedicated player modifier area
⦁ Reduced the shop's anti-spam cooldown from 5s to 1s
⦁ Players can no longer pick up more than one speed boost at a time
⦁ Improved the lighting in the main game area and lobby with experimental "shadows"
⦁ Polished the lightmap (again)
⦁ Added more light to the lobby
⦁ Slightly changed the lobby water
⦁ Added a visual aura to show when a player has the love effect applied
Bug Fixes
⦁ Fixed an issue where the Handcannon could not damage generators and cores
⦁ Fixed a bug with the rotation of buff 3D models
⦁ Resolved a lighting issue within the tunnels doors
0.5 (Alpha) - 2025-07-31 DevBuild
New stuff
⦁ Implemented a new system for ammo management.
⦁ Implemented the core logic and visually for map-based power-ups (buffs). Added Speed, Ammo Regen, and Money Gain buffs.
⦁ Added the "Hairdryer" as a custom weapon for the Defender team.
⦁ Added the "Love" weapon as a custom weapon for the Attacker team.
⦁ Added a system for lobby, battle, and decisive battle music.
⦁ Created an aiming-assist system to help visualize where you are shooting.
⦁ Added an option to disable in-game music.
⦁ Implemented a player modifier system for future use.
⦁ Added names to the credits.
Improvements & Changes
⦁ Slightly improved the main menu UI layout.
⦁ Reduced the in-game player UI size for better readability, especially in VR.
⦁ Enhanced the final shockwave effect to be more impactful.
⦁ Updated the barrier shader with a new dissolve effect.
⦁ Reworked and optimized the match countdown system.
Gameplay
⦁ Players now passively gain $5 every minute to ensure a steady income.
⦁ Players now gain ammo for each kill.
⦁ Players now also regenerate a small amount of ammo every minute.
⦁ Implemented dynamic health scaling for Cores and Generators based on the number of players in the match.
Bug Fixes/Technical
⦁ Fixed an issue where the "Game Length" setting could be changed after a match had started
⦁ Fixed a bug where the "Clear Team" button wasn't properly locked by the host
⦁ Weapons now correctly despawn when thrown off the bridge.
0.4 (Alpha) - 2025-07-17 DevBuild
New stuff
⦁ Added trees to the environment for greater immersion.
⦁ Added a game setting to choose between 5 to 10-minute match duration.
⦁ Added a sound effect for item purchases in the shop.
⦁ Added a visual destruction effect for the generator.
⦁ Added a Credits tab to the menu for future use.
Improvements & Changes
⦁ Improved the visibility of the match start countdown.
⦁ Improved the readability of the player UI in both desktop and VR modes.
⦁ Renamed teams from 'Red' and 'Blue' to 'Attackers' and 'Defenders' for clarity.
⦁ Enhanced the Core's destruction effect and added a new explosion sound.
⦁ Improved textures for barrels, the Core, panels, and generators.
⦁ Upgraded shop textures for better visual detail.
⦁ Increased the resolution of the bridge's ground texture.
⦁ Implemented a sharper lightmap.
Gameplay
⦁ Handcannon Balance: Damage has been doubled, but the fire cooldown has been increased from 0.4s to 2s.
⦁ Implemented protection to prevent the defending team from being spawn-killed after their generator is destroyed.
Bug Fixes & Technical
⦁ Implemented proper occlusion culling to improve performance.
⦁ Compressed various textures to reduce the world's file size and improve loading times.
⦁ The shop now prevents purchase spam-clicking to protect system stability.
⦁ Fixed several incorrect colliders in the spectator area.
⦁ Fixed a critical bug causing weapons to fire vertically instead of forward.
⦁ Addressed further issues with the item purchasing system in the shop.
⦁ Fixed bugs where players were not receiving notifications when the Core or generator was destroyed.
0.3 (Alpha) - 2025-07-10 DevBuild
New Features
- Added a better "How to Play" guide and an "Options" menu with some settings.
- Implemented a proper spectator portal effect bith visual and sound.
- The scoreboard now displays the amount of money each player has.
- Added UI click sounds, waterfall ambient sounds, and a new death sound and the Handcannon's shooting sound.
- Added visual effects for when the core is destroyed.
Improvements & Changes
- Improved the overall look and feel of the user interface.
- The game now has a logo.
- New skybox.
- Improved underwater visuals with added post-processing.
- Replaced the placeholder projectile for the Handcannon with a proper shoot effect.
- Iterative design updates for the in-game shops.
- Added many more Light Probes and Reflection Probes throughout the map for more realistic lighting.
- Baked Ambient Occlusion effects have been added.
- Updated bench textures.
- Created a proper sign for the spectator area.
- The team list now displays "Nobody in teams" when a team is empty.
- Stair colliders are now smooth, preventing sickness I guess ??
- Now play cannot decide to jump over the bridge anywhere to try espace the game.
Gameplay
- The core's health has been increased.
Bug Fixes
- Fixed an issue that prevented a new game from starting after one had just finished.
- Fixed a bug where players couldn't use their weapons after the first match.
- Players no longer keep their weapons after dying.
- Jumping into the water no longer incorrectly triggers a game-ending event.
- Fixed incorrect UV mapping on game panels, streetlamps, and crates.
- Fixed visual and reflection artifacts in the lobby's water.
- The object pooling system is now more reliable, especially between matches.
- Updated SDK to version 3.8.2
0.2 (Alpha) - 2025-07-02 DevBuild
New Features & Additions
- Added the first two fully functional weapons to the game, with custom logic and improved scripts.
- Implemented an in-game currency system. Players can now earn money during a match.
- Added basic UI for shops and created a backend object-pooling system.
- A cooldown system for weapons has been implemented.
- Added a button to easily clear both teams.
- Added death sound effects.
Improvements & Visuals
- The terrain has been completely rebuilt from scratch.
- Added more details, like benches and street lamps.
- Added a waterfall to the lobby/cave area.
- The shop area design has been improved.
- Applied textures to all assets in the world.
- Added a skybox and skylight to establish the scene's atmosphere.
- Implemented basic post-processing effects.
- Added the first lightmap for better static lighting.
- Implemented a basic reflection system.
- Crate models have been updated with more detail.
- Updated the design of the information panels and added a third one.
- Added a new, more distinct death effect.
- Prepared the UI for the "How to Play" section.
Gameplay Changes & Fixes
- Respawn delay has been set to 7 seconds.
- Slightly improved the player death logic.
- The player list is no longer cleared after a game.
- Added a "portal" in the spectator area to easily return to the lobby.
- Fixed an issue where player colliders were too small.
- Resolved a bug where weapons would not reset correctly upon player death or at the end of a game.
- Spectators and other non-players will no longer respawn at the end of a match.
- Players can no longer accidentally fall out of the spectator zone.
- Fixed a visual bug with the "remaining player" tag persisting incorrectly in certain endgame scenarios.
- The "Stop Game" button is now more stable and reliable.
0.1 (Alpha) - 2025-06-21 DevBuild
AKA : Base logic finalized + spectator + scoreboard
---------------------------------------------------
- There is now a 5-second delay between respawns, this also fix an issue you could respawn with lower health
- Created a gate to reach the spectator zone
- Created the spectator zone
- Made a proper generator "designish"
- The central Generator is no longer static. Its visibility and vulnerability are now directly tied to the control of the central capture point.
- Once the Generator has been successfully destroyed by the Attacking Team, it is now permanently removed.
- Created statistics about the number of kills for each players
- Created statistics about the number of victories for each players
- When you fall, you die instead of being teleported
- Implementation of sync for late joiners during a game in progress, ensuring that the state of the game is correctly restored
- Fixed one small issue
- Fixed weapon placements
- Fixed a potential generator and core health reset issue when a player joins the world
- You can no longer move weapons everywhere you wish
- Removed Cuga and Nova for scale in Unity
0.0.4 (Alpha) - 2025-06-16 DevBuild
- Added a new dynamic, synchronized hitbox system for players (f* you vrchat)
- Added a target to be destroyed appears when the area is captured by the red team
- Added a first iteration design of the 3D lobby, and made any necessary modifications to suit the new space
- Added a first iteration of the design of the "shop", slightly improved the spawn area
- Improvement to the fire detection system for weapons to be faster and more reliable
- Now the player UI properly overlays over the world
- The shuffle team button can be locked
- Slightly improved the countdown logic
- Fixed a bug where player lifebars were not always displayed correctly at the start of a game.
- Fixed an issue from respawning when someone joins etc
- Fixed a critical issue that reset the teams when a player joined the instance
- Fixed local health bar UI issue
- Some stability code improvements
0.0.3 (Alpha) - 2025-06-10 DevBuild
- Fixed a graphical glitch
- Designed and implemented a 3D representation of the core
- Added a button to shuffle teams
- Created a zone capture system
- If the attackers capture the zone, they can move forward
- Once a zone is captured, it's temporary locked
- Other small changes
0.0.2 (Alpha) - 2025-06-08 DevBuild
- Decided of the name of the game world
- Made a first iteration of the world map, as necessary basis for further development of the game
- Added a countdown system for the game, with the event of the end of the game
- Added the countdown system in the player UI
- Creation of the core, with shared life, its associated damage and end-of-game system
- The blue team cannot attack the core
- The scoreboard now temporarily shows which team has won
0.0.1 (Alpha) - 2025-05-30 DevBuild
(All changes are network compatible)
- Pushed UI text further away
- Created 2 impenetrable zones for each team
- Deleted test damage cube
- Created the foundations of a weapon system
- If you die, you reappear where your team spawn is
- You can damages player only while in game
- You can't damages player of your own team
- When you die and respawn, you get back your health
- Rebuilt the Health System to be synchronized
- Show a healthbar above player's head but not yourself
- Now you get a tag above the player to know his team for others
- Concepted some future weapons stats, and the future battle field
- FIXED an issue with crazy weapons, no one knows what I've done
No version 4 - 2025-02-02 DevBuild
(All changes are network compatible)
- Completely changed how the hierarchy looks
- QOL related to the game state UI
- When players are in the game, the main menu is partially hidden to remove all important buttons
- When you fall in the game, you reappear on your team's spawn.
- You cannot select a team after the match has started.
- Add a button to lock options to the game master
- Add automatic master changeover in the locking system if the master left the instance
- More stability improvements and code clean-up.
- Add the elements needed to overlay text on the player's vision to display information
- Setting up a health point system
- Add a button to stop the game in progress
- Fixed ISSUE : When you leave the game and joined a team, the list of players is not reset.
- Fixed ISSUE : When respawning, nothing happens... except perhaps for the master.
- Fixed ISSUE : Memory leaks on respawn.
Some progress were made, the backbone of the game is taking a good shape I think.. at least for the management part...
No version 3 - 2024-11-11 DevBuild
(All changes are network compatible)
- Added a countdown of 5 seconds once the game has started
- Added a mechanic to teleport the players to the game area once the countdown is done
- Added a safety check to check the number of players in game and stop the game if a team is missing a player
- Prevented any interaction with teams once the game has started
No version 2 - 2024-11-09 DevBuild
(All changes are network compatible)
- Added a button to leave teams
- Added list of player showed in each team
- Added a button that highlights when enough player are in with at least one in each team
No version 1 - 2024-11-06 DevBuild
- Enhancement of a script to run on a network basis