Player Spawn Rework: Part 2 - Monkanics Devlog #4 (10-15-2025)
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If this is your first time visiting my devlogs, check out the welcome post:
https://monkanics.blogspot.com/2025/10/welcome-to-monkanics-devblog.html
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The name’s Demetrius Dixon, and it’s confession time!
So, I woke up at 7 AM this morning and I wasn’t in the mood to work on Monkanics immediately.
Why? Well, I worked for 3 days in a row and felt like I could take a break and work on Monkanics later in the day, instead of first thing after my morning dump.
In theory, that could work. However, the reality, or at least MY reality, was much different.
I decided to play some video games. Now it was 11 AM.
I did my hygiene. Now it was 12 PM.
I watched YouTube while eating food. Now it was 4 PM.
The day just kept slipping away from what needed to be done first, my Monkanics dev session.
Then, the emotions set in. Guilt, anxiety, stress, all the bad stuff.
This might sound insane, but my mental state depends entirely on if I work on Monkanics that day, regardless of what I work on or how well I do.
If I work on Monkanics first thing that day, I feel refreshed, productive, and have a mental barrier for life’s bullcrap. No matter what bad things happen to me, the unsavory people I interact with, or jobs I always get rejected from; I still feel great because I worked on Monkanics that day.
If I don’t… no matter what I do, I’ll feel horrible and start to go internally insane. If I go long enough without working, I start to get depressed. This lasts FOREVER until I boot up the project again.
This mindset has been a subconscious part of me for the better part of the last 5 years. It’s my internal compass. It makes sure I NEVER consider any other career path besides game development and ensures I’m hyper devoted to one project.
Maybe it’s my autistic brain at work, because game development– and by extension– Monkanics, is the only thing keeping me going. I’ve had to come to terms that this is how my brain works, and crafted my adult life around it.
That’s why I write these devlogs daily, because it has to be daily for me to be fulfilled, and dare I say it, happy with my life.
I think I typed out all this because I’m sorta angry, but all of this is true.
Anyways, I’ll get back to business to feel better.
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To start, I need to remove the multiplayer spawners from my main scene.
But in doing so, I’ve discovered that the duplicate id detection doesn’t actually work. As the scene just makes another client and increments their id by +1.
I think it’s because the client entity still joined the server, and the built-in `peer_connected` signal is just a response to that.
I tried a few things to make it work, like this little code block in the `peer_connected` function.
But that didn’t work.
This isn’t the most critical issue right now, so I’ll leave myself a note and move back to reworking player spawns.
(Now that I’m proofreading this devlog, it’s probably because `add_child`’s recursion argument is set to true. I’ll check that later.)
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So, I commented out the old function and deleted the multiplayer spawner nodes.
As suspected, everything broke:
Don’t panic. I just haven’t replicated the player spawn on the clients yet.
See, the player still spawns on the server instance:
But not on the client instance:
What I need to do is call the RPC of the function to spawn the client on their screen. Some lines of my new spawn function will be moved over to the client script’s RPC.
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Alright, it’s been about 45 minutes and I’m having trouble getting the spawns working. I have to change the foundations of the server and client scripts in order to make it work.
If you couldn’t tell by the first section of this devlog, I’m not really in the right headspace to make foundational changes.
Maybe that dumb smile emoji guy was right. If it ain’t broke, don’t fix it.
But on the same moniker, maybe it’s something I should learn. I can always ask for help on the Godot Forum or PM Pennyloafers.
But for now, I’ll leave this for tomorrow and think about things.
See you then.
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Thanks for Reading!
Personal Development Stats:
Time Worked Today: (1 hour(s) and 40 minutes)
Total Time Worked: (6 Hours and 57 Minutes)
Days Worked in a Row: (4)
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