My second technical DevLog for River City Ransom: Underground.

I’ve been helping the folks over at Conatus Creative with River City Ransom: Underground.

I’ve shut down the Kickstarter campaign due to poor performance.

I’ve made a productivity tool called Connect for a Reason. It helps you avoid mindless web surfing. And I’m using Kickstarter to raise the funds to develop my internal prototype into a releasable product.

Removing the physics engine presence enables one-way platforms.

I’m now using the “topmost lines” algorithm that I demonstrated in the last episode to handle player movement.

Just a quick video showing my “topmost lines” algorithm and talking about how it will be used.

Today I take a detailed look at prediction glitches and how they happen.

Worked on server-side lag-buffer to smooth out jitter in the input packet stream.