Sunday, January 26, 2020

Online Multiplayer

Team Deathmatch

In this update I was able to smooth out a lot of the networking for the game. Player movement feels good for clients, and it's a lot more game-like now.

change log:
  • Team Deathmatch Mode
    • Team select UI
    • No Friendly Fire
  • Damage adjustments
  • Character Select Screen
  • Killing spree messages
  • New Test map 
  • Graphics options
    • Texture, Shadow, Anti-Aliasing, & Effect quality settings
    • Resolution scaling

Tuesday, January 14, 2020

New enemy model!

Snek update

In this update i'm working on integrating the new enemy model, code named "Snek"

Being able to reuse animations saves budget, utilizing Unreal4's animation re-targeting system has been a blessing & a curse. :P

The "snek" is a bigger character, so I tried to keep as many of the animations as faithful as possible while keeping his general silhouette close to his body. A lot of these characters have to share devices & doors that otherwise wouldn't make sense.

You can see the size difference isn't huge, but the "snek" is a lot longer and less vertical than Camille.

As I get closer to having him completed, i'll include some nice renders & animations! I'm hoping to have him incorporated into the next Multiplayer test so we can have some fun with his tail physics.

EDIT: Wanted to add some beauty shots :)

Wednesday, January 8, 2020

Networking! Online Multiplayer!

Networking! Online Multiplayer!

I shifted focus to getting Online multiplayer to work inside Fadeout. Using Unreal Engine 4 it wasn't too difficult, but going from essentially 0 knowledge on how networking in games works to what i have now was not easy.

It took me the last 8 days, about 10 hours a day to really hammer it in. And I'm happy with the results. I have all movement, inventory systems, and weapons synced properly over the net. Trimming some fat by playing effects client side, and only syncing projectiles & damage makes it somewhat light-weight.

I tested it with 4 people online, and 2 people locally. We had a blast shooting & exploding each other.
My next blog post will include some video of that, but I need to iron out some of the bugs first :)

I also added the ability to name yourself, and choose a color for your helmet. Which is sent to the server when you connect.

Sunday, December 29, 2019

Grappler update

Development update

In this update I was focused on fixing as many bugs as possible.
To name a few I managed to wrangle;
  • pistol exceeding max ammo bug
  • shoot animation now plays as a montage on its own slot, BEFORE the aim offset
  • dropped TNT couldn't be picked up again Bug
  • fixed the inability to switch weapons after 'commander mode' (video below)
In addition to those bugs, I managed to re-write the grappler scripts to allow grappling to moving targets and to 'hang' on current targets. *(videos below)

Saturday, December 14, 2019

Development resumed

Back on track

I thought I'd be gone longer, but I've had a opportunity to invest more time into the game. So I'm going to take it :). This coming weeks I will be doing art passes and refining some of the mechanics I left in-progress 2 months ago.

Notable upcoming changes:
  • You will be able to give AI prisoners weapons from your inventory
  • You can command nearby prisoners with your D-Pad (stay, patrol, follow, etc)
  • Menu will be navigable with a controller

Tuesday, October 22, 2019

Torches! And project news..

Development on Pause

Development of the game has been put on pause while I pursue other projects. (Temporarily!!)
It's very difficult working on this alone, and I need some time to restructure! But rest assured I will return in the coming months. This blog post is actually a couple weeks late, as I actually stopped around October 3rd.

I will leave you with the last thing I was working on, which was a set of light-able torches. They light up when you have a lantern near them. (Provided you have fuel)