Actually, two steps back. The first step back was going back to the drawing board on the lobby. I'd struggled for days to adapt the sample code to the Spacewar game without success. Without any success. So I decided that, with the huge mess I'd made, it would be easier to go back to the drawing board on my design of the lobby interface.
In the process of reworking my lobby, I discovered another serious problem. Just as Professor Keenan forewarned, the data-driven code did indeed require more work once the networking stuff started coming into play.
So my second step back was to re-evaluate the data-driven stuff and make sure that the distinctions between Player 1 and Player 2 were being made properly. Now that these things are all looking perfect, I'm returning once again to the lobby functionality. Third time's a charm, right?
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