I made it to this point by moving through the code flow from class to class and figuring out what they do so I am not sure if some of the client classes need to be split up into the server project.
This seems to work. I made some necessary changes to get things working and cleaned up client classes some. I run the server as dedicated, run client and log in and everything seems to work but that may be due to the way Paul coded things and blind luck.
I used to build my projects this way. I don’t see anything obviously wrong with it.
In the end, I found it easier to develop it all as one unit. The client will depend on the server anyway if you want to allow self-hosted games. But yeah, for my “real” games, I tend to break them up this way.
Note: there was already the bones for running the server headless (it has a main method already)… you’d just be dragging the extra weight along of extra classes in the jars is all.
Great, when things work I start to wonder sometimes.
I cant let the server be part of client. To me that’s what keeps the wolves at bay so to speak.
Client might be good to release though. I hope to add user customization and stuff but sometimes players come up with things that are way better than anything I thought of and occasionally they are sick smart and make things way better.
Not sure for certain on release until I get something worth playing.