MSC_Midnight_Skate_Club-MSC_Fireball icon

MSC Fireball

MSC Fireball multiplayer trick-triggered projectile battles, lives and power-ups with native Throwdown card and MSC activity rewards.

CHANGELOG

0.1.9

Add a compact top-left joined-player lobby card, with host/you labels, capacity and ready status. Existing gameplay HUDs take over at countdown.

0.1.8

Add a compact top-right joined-player lobby card, with host/you labels, capacity and ready status. Existing gameplay HUDs take over at countdown.

0.1.6

  • Replace shooter-only world.raycast projectile obstruction checks with documented world.probe status handling; clear/hit/unavailable are distinct.
  • Probe from each accepted shot's server muzzle position, including pre-acknowledgement travel when server clock synchronization is available.
  • Retry unavailable queries from the last confirmed clear point, without falsely reporting a blocked shot or silently skipping the unknown interval.
  • Avoid destructive wall reports when a ray hits near the local or remote skater bodies, because world.probe cannot identify what it struck.
  • Treat malformed query results as unavailable and log persistent failures at a limited rate. Only remove a locally blocked shot after successfully queuing its report.
  • Server-authoritative player hits, power-ups, audio, input/firing, knockback, start teleport and rewards unchanged.

0.1.5

  • Improved qualifying trick flick recognition across differing analog sticks/frame rates: diagonal starting input, sideways motion through neutral and reduced over-strict thresholds; plain vertical ollies still never fire.
  • Confirmed launch now unlocks a queued flick without waiting on a potentially delayed airborne state update; longer flick/pop synchronization window.
  • Bounded server latency tolerance for valid player positions, heading while spinning and burst-arriving shots; explicit client log reasons for refused shots.
  • No changes to projectiles, lives, power-ups, payouts, visuals, knockback, sound, match UI or teleport mechanics.

0.1.4

  • Removed backward/nose-pop shooting completely, including its host option and server acceptance.
  • Plain ollies do not fire; a completed tail-based trick gesture must have meaningful lateral stick movement and a confirmed pop.
  • Server projectile hit testing now includes vertical body samples and motion between consecutive pose snapshots, with guards against teleport-sized movement.
  • Confirmed hits apply a short client-side velocity impulse in the projectile direction, followed by the existing forced-bail request. The impulse respects ReSkate server boost permissions.
  • Added two packaged original positional WAV effects, for fireball launches and validated impacts.
  • Investigated visible power-up indicators; not implemented.
  • Unchanged: lobby flow, hearts, flag artwork, power-up gameplay, payouts, start and manual return teleport.

0.1.3

  • All enrolled players are moved to the server-owned Fireball flag during the match start countdown, with limited retries for delayed client teleports.
  • Added Return to Fireball Start to the existing match menu for players who become stuck; a 12-second cooldown limits repeat returns.
  • Enabled documented match-owned teleport permission, including on servers with ordinary teleporting disabled.
  • Kept the native ReSkate Return to Marker untouched; Luau cannot programmatically assign its saved marker.
  • No changes to projectile combat, lives, payouts, flag graphics or other games.

0.1.2

  • Time-stamped server-authoritative fireball motion: clients use round-trip clock synchronization and periodic server trajectory corrections instead of starting projectiles at receipt time.
  • Projectiles always travel in the skater's facing direction based on reskate.skater.get().heading; reverse fire (if enabled) is opposite heading. Skateboard deck rotation never controls firing direction.
  • Firing requires both a completed trick-stick flick and an actual launch event; prep/crouch alone cannot fire. A flick just before pop is queued briefly, and further midair flicks can fire after launch.
  • Replaced Fireball flag artwork with supplied transparent 500x500 PNG.
  • Preserved MSC lobby, Tag-style nametag hearts, life and payout rules.

Changelog

0.1.1

  • Moved fireball emission to completed trick-stick flicks, with the deepest held pop position tracked and a short pending-shot queue to avoid dropping quick consecutive tricks.
  • Reused the working MSC Tag reskate.session.tag() method to show lives above other participants' actual ReSkate nametags, restricted to Fireball matches.
  • Added confirmed-hit feedback: a temporary cracked-heart nametag indicator and a falling cracked-heart sprite.
  • Added session.nametags permission; clear all added labels when leaving or ending a game.
  • Added regression tests for delayed flicks, rapid inputs, lives tags, cracking and cleanup.

0.1.0

  • Added standalone MSC Fireball multiplayer minigame with private hosted lobbies and native Throwdowns entry card.
  • Added trick-stick-triggered projectile firing with forward-only default and host-controlled optional backward nose-pop shots.
  • Added local shot prediction, server-simulated projectile trajectories, validated hit events, forced bail requests, lives and elimination.
  • Added server-validated Rapid Fireball, Triple Shot and Speed Boost pickups.
  • Added player leaderboard, 3-2-1 GO, five-second results, quit/host cancellation, and gated MSC wallet payouts.
  • Included original transparent Fireball logo, 3D projectile and pickup artwork.
  • Source and mocked tests included separately; live client/server testing still required.