- Ricochet now bounces every attack that moves. Swings sweep back, the uppercut bounces its fighter, punches and Lance
pokes come loose and thrust again from the wall, then a held Lance turns and flies home. A whip lash's crack glances
the reach a wall cut off as a strand. Vacuum cones glance into further cones that suck around corners. Bolts, grapple
hooks and charged cracks bounce, and so do shots heading home (boomerangs, flail balls, hooks).
- Every ricochet plays its sound (flames too), adds its damage (the charged crack's blast too), and gives the attack
its hits back. With bounces left, a bouncing shot hops off anything it touches, even at rest, until they're spent.
Rays fired from inside a wall back out first instead of bouncing on the spot.
- Aim previews: falling shots arc at their real speed, instants (beams, cracks) take their real path and full range
per bounce, Vacuum cones show their glances, and every cone draws at its spread width.
- A client out of step with the server asks for its room again and resyncs. The checksum covers much more of the
match. Protocol 12.
- Fighters stuck inside solid ground slowly suffocate (not in the sandbox or races).
- Sword slashes smaller (basic 25%, charged slash scales halved). The Good Stuff: "Aye, me bottle o'scrumpy!"
- Lobbies: a name (default "Lobby <code>"), Unlisted or Public, and an optional password. The Multiplayer page
scrolls: a Browser of public lobbies (name, count, padlock, code, little player previews, Join with a password
field when locked), Join by code, Create, then Settings. Errors show under whatever caused them. Links take
?pass= (and --pass), and Copy Link includes it. Protocol 11.
- Queue areas center on their host along the floor's flat stretch, squeezing their slots to fit, and move to a nearby
surface when the host's is too short.
- An airblast steals an enemy's flail ball onto its own chain for a while. Flail balls reel themselves back after 15
seconds. Doubler echoes of the Grimoire teleport move you too.
- The Good Stuff: a new trinket, the inverse of Diazepam (more spread). Spread is now a multiplier, and it widens or
narrows the Vacuum's cone.
- Balance: Sword basic slash 25% smaller and charged slash half the size, Whip basic lash half the damage and reach,
Recoil Coil recoil halved, Speedometer no longer speeds you up.
- Fixes: fashions survive coming back from a game, Quit shows only in the sandbox menu, and the chat log keeps above
the menu's tip.
Any shot an airblast sends back, yours or anyone's, hits half again as hard (twice a Ricochet bounce's bonus), glowing
to match. Reflects stack, but overlapping blows on one tick (Splitter, Doubler) count once. Protocol 9.
- Chat goes to your room (the sandbox, or your game) by default, and to the whole lobby with /all or a leading !.
Lines from elsewhere say where they came from ([Sandbox], [Game 2]), lobby-wide ones from your room say [All].
Typing shows only to your room. Protocol 8.
- Hosting: everyone is told who hosts now, and the host can hand it over with /host "player".
- /fashion <item> wears a fashion locally, like /color.
- Lines that mention a player show in that player's color, looked up as they draw.
- Tips are tagged with the item and situations they fit, and those that fit are 1.5x as likely. They turn over every
10 seconds on one continuous run, show under the menu too, and can be turned off with Tips in HUD / Gameplay. The
HUD hotbars hide while the menu is up (except on its item tabs).
- American spelling throughout: color, center, gray, mustache, and so on.
Hits tip it by their actual knockback (shared with fighters through knock_get), blasts push it, a Vacuum pulls it
toward its wielder and an airblast shoves it away. Blocks stay still. Protocol 7.
- Profile Stats: damage dealt, kills and wins (single player and multiplayer) and the most and least played weapons
and trinkets, counted from running totals in the simulation so online rewinds correct them. Protocol 6.
- First-run control hints in the sandbox (and Chat in lobbies), each gone for good once used.
- The ready countdown and a timed round's last five seconds beep (new countdown sound), and those seconds show big.
When time runs out, everyone short of the most health dies.
- Weapon balance tuned into tiers: Whip and Grenade Launcher on top, then melee, ranged, and utility (Vacuum,
Grapple, Uzi) at the bottom.
- The whip's lash is a chain of links a wave rolls down: windup, loop, crack, then a floppy recoil.
- Muzzles come from Muzzle nulls in weapons.anm2 (read in at build time), for shots and the flash, which now follows
the weapon.
- Settings: Quit, Scale (1x-4x or Free), FPS meter and limit beside Vsync, Mute on Unfocus, Damage Numbers, Rumble,
Stick Deadzone, and an Online section (Host, Chat, Ping) shared with the Multiplayer page.
- The menu header lays out tabs and buttons by their names. About is sandbox-only. The score no longer shifts with
the menu's tab.
- Smaller meters, 90 tips (all ending in !), and a shorter lobby welcome.
- Every attack is now assembled from traits on its definition instead
of per-weapon code: an anchor and path (thrusts, out-and-back, arcs),
shared flight physics (gravity, drag, acceleration, homing, and one
wall response: end, burst, stick, crawl, bounce, stop, pass, return,
latch), and flags like bouncy, drifting, tethered, orbiting, instant
and arming. Melee are projectiles too.
- Shots have a lifetime and a fade (when damage bottoms out). Range is
speed times lifetime. Ricochets and the Vacuum wind lifetime back.
- The Vacuum pulls anyone's shots, and its airblast flips them out
along the aim, claiming enemies' (fading into your colour).
- New trinket: Hourglass, longer projectile lifetime and range. Ropes
and chains lengthen with it and the Accelerator.
- Fashion: 23 items worn on the head, face or torso, chosen in Profile.
- Flamethrower flames hit continuously, the whip coils and sweeps,
bouncing shots roll over ramps, and Ricochet relights grenade fuses.
- Profile tab, colour tooltips, option hints on every setting, an
About tab with credits and links, and the Ithaca font.
- Loadouts lock once readied, tomatoes clear with the match, and the
round-over pause is 4 seconds.
- CC0 license. Tools and CLAUDE.md are no longer tracked, and the web
shell moves to web/.
- Tomato splats are kept in the match, so everyone sees everyone's
(others' arrive in replays, which play no effects), each splatting
with juice and a sound once.
- The sandbox's first player (solo or hosting) spawns on the arena's
P1 mark.
- A thrown flail ball or grapple stays out when switching weapons, and
another weapon fires while a grapple hangs on. Mines, flail balls and
grapples go once their slot no longer holds the weapon that put them
out (mines fizzling).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Tomatoes fly on the round-over screen as well as the results. Bots'
throws count while their attack is held, as their controls land after
the match reads presses each tick.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- On the results, everyone but the winner splats tomatoes where they
click (bots aim at the winner), with a new splat sound.
- During a match the menu has the item tabs (choosing when the
countdown allows, and otherwise levelling the sandbox's levels for
when you're back), Play (the game's rules) and Settings.
- Pings are shared through the server (protocol 4), so other players'
connection bars show over their heads and on their windows.
- PvP comes into lobbies with your profile and is saved.
- The choice menu opens by itself however the countdown began.
- Knocked-out fighters keep their buttons current, so Ready on the
results toggles once per press.
- The weapon wheel wraps both ways. Readying with empty slots plays
the equip sound for your own fighter.
- Shock Absorber: up to 50% less weapon movement and 33% less
knockback. Only the catalog previews the next level.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The results prompt shows the Menu key instead of Esc, which a browser
uses to leave fullscreen. Escape still works on desktop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Readying in a countdown deals any empty slots at random right away,
and the countdown reads "Starting..." once everyone is ready.
- /pvp toggles PvP in the sandbox, offline or in a lobby.
- Rival windows sit at half opacity (half again when knocked out, and
when hovered), show no item tooltips, and drop to small icons past
two full-size rows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
HUD:
- Hotbars fit a quarter of the screen, dropping to small then tiny slots
(thinner outlines when tiny), with cooldown bars matching their size.
- HUD elements are drawn on their own layer and composited at one
opacity: hotbar slots are see-through until hovered, the rest fade
while hovered.
- Rival windows fit the right column in at most two rows, shrinking
icons then font, then dropping icons for name, health and ping bars.
- Tooltips number equipped items' slots and say Recoil for weapons that
only push back. Previews use arrows, spread uses degrees.
- Crosshair fills in and shakes with charge, and weapons shake after
firing until their cooldown ends. DPS and speed meters off by default.
Gameplay:
- Dual Wield stacks: each copy fires another recently held weapon from
a fanned off-hand, at its own level's cut.
- Flamethrower: no slowing, smaller fireball with some recoil, and an
airblast that knocks others away.
- Iron Weights slam on any landing faster than a plain fall (platforms
too), stacking radius and damage, and speeding fast falls.
- Stuck arrows are one-way ledges until they fade, matching their
(slightly larger) hit size. Attacks now collide with slopes.
- Halved Tesla Coil, Recoil Coil, Diazepam, Shock Absorber, Feather and
screenshake values.
Art and tools:
- Weapon and trinket icons merged into one sheet each (normal, small,
tiny), cells in catalog order. Grimoire wisps stand upright.
- Fonts gain the degree sign and four arrows, decoded from UTF-8.
- Menu fighter preview walks at quarter speed.
- Unequip from either catalog tab by right click or gamepad.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Lobbies hold 16 players and the sandbox 16 fighters, games up to 8. The arena
gets spawns 5-8 (outer ledges and middle platforms) and the race start eight
places. The sandbox adds eight more spawns, each the open spot farthest from
the rest. Rival cards wrap into rows of four, the lobby's player list goes to
two tiny columns when crowded, and the server keeps frame packets to one
datagram. Formatted with clang-format.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Neither does anything with the server running the games. Counting down to play
again moves into the match, so the server and every player agree on it and the
results show it starting again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Session now runs only the room this screen is in. It plays ahead of the server
with its own controls, guesses everyone else's, confirms ticks against the
server's frames and rewinds on a wrong guess. It keeps its lead by playing a
little faster or slower as the server says how early its controls arrive,
resends an edit the server dropped, and checks the server's checksums.
Gone with the peer-to-peer design: the host's decisions, the second arena game,
the view swapping and spectating (to come back through the server).
SAB_NET_STATS logs how it's keeping up.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The server answers each player's WebRTC offer (signaled over the socket) with a
connection of its own: frames go on a lossy channel, everything else on a
reliable one, and the socket carries them until both open or where UDP is
blocked. The client's Net now holds one link to the server instead of one per
player. WebRTC takes UDP 47810-47899 by default, set on the command line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The server now runs every lobby's sandbox and queued games as rooms, stepped at
the tick rate on one thread. Players send controls ahead of time, late ones repeat
their last, and everyone in a room gets back the controls it played, its events
and checksums. Games start from sandbox queues, players return when they leave,
and play-again moves them to a fresh room. Protocol version 3.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Profile, member join/leave and building a fresh game move into the sim library,
and the packet reader and writer into protocol.h, so the server can run lobbies
exactly as clients do.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Sim holds one whole game (tick, snapshots, checksum) and talks to the screen only
through Cues, which the client's Scene plays and the server ignores. All drawing
moved to scene.cpp. Match takes this screen's wishes as request flags instead of
reading the menu, input and settings. The sim library builds without SDL and the
server links it, ready to run games itself.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>