Minimizing the pain of lockstep multiplayer

about X hours ago from

"The idea behind lockstep multiplayer is simple, if every player shares their input with every other player, the simulation can be run on everyone's machines with identical input to produce identical output." ...

Level design, from paper to screen

about X hours ago from

"Being a dev team of one means I need to work quickly and efficiently. I've developed a process for producing my levels that will hopefully be useful to someone else out there." ...