Recruiting [Community Project] Random: A Blueprints Only Multiplayer Game by Metahusk

random-logo2.jpg
Downloads: http://downloads.metahusk.com
Current Playtest: Random_Playtest4.exe
Development Files: random_dev_v0-0-1-0.zip
Organization: http://metahusk.com
Nonprofit: http://npdg.org
Forums: http://community.metahusk.com
Repository: http://git.metahusk.com
Game Website: http://randomthegame.com

We are working on developing a lot of cool features made entirely in blueprints and given away to the community. Some of the examples and assets came from packages members of the community released. Thanks for your community contribution! (If you have a problem using your assets let me know and we will remove them.)

We are recruiting. If anyone wants to help you’re more than welcome. (Just post in the forums.) We are excited to build a collection of useful and free blueprints for the community!

What is Random?

Random is a community directed video game project. Our aim is to foster an environment of learning and creative expression through an experiment in community directed development. The project itself is random. The gameplay and art assets have no pre-defined objective. The content and direction of the game will evolve with time and may end up quite different from when the project began.

As of now we are planning on making this a first person exploration game with real time strategy elements. Instead of twitch gameplay we are going to focus on other methods of multiplayer. As of now we are just getting the basic framework together. Post in our forums if you’d like to join our team!

**Currently Implemented Features **- Many More To Come!

User Accounts:
A user account system for tracking each player uniquely. When the game launches the player has to log in or create an account.

Pervasive Economy:
The user accounts currently store the number of credits a player has earned. The value which things cost can be changed sever side which effects all games on the next map load.

Offensive and Defensive Items:
The players have two items in this build, a laser gun and a shield both which both cost credits to use.

Dynamically Spawned Items:
The map spawns items randomly which are worth credits. Credits can be used to fire the gun or use a shield.

Instantly Updated Server Browser:
A custom server browser which fetches the list of known servers and displays them immediately. No more waiting for the list to be updated.

Four Team Capture the Flag:
Four teams with a capture objective. Completely built in blueprints. The players teams are tracked and friendly fire can be turned on or off.

Dynamic Randomized Rooms:
We have a system of rooms at 15,000^2 units laid out in a grid pattern. These “rooms” randomly connect to each other thus requiring the players to discover the path to their enemy each time they play. Thanks to Shaun Dunne for his awesome tutorial.

CouchDB Database Integration:
The economy and user accounts are integrated into CouchDB for easy and lightweight data management.

Dedicated and Listen Servers:
Included is a batch file to easily launch a dedicated server of your own. Listen server use has been carefully tested. It was difficult to get the listen server to function well with the clients in blueprints.

Chat System:
A basic chat system is implemented in the game. Players can talk to each other as they would in any normal multiplayer game.

Open Source:
Help develop our project, use it for your own project, or simply take and copy the methods we used! We are giving this all away to the community just like Epic allows us to use the engine. All we ask is that you attribute credit.

Future Features

We are working on implementing new features and we hope to have these elements working soon.

Inventory System
Buildable items (Turrets, mobile respawns, drones, walls, etc)
Automatic version updates
Team chat
Multiple randomly generated “worlds” connected through portals (Water world, Ice World, etc)
Resource gatherer
RTS elements

Credits

Thanks a million to Rama and the VictoryPlugin and ufna for the VaRest plugin!

Random Room Generation Tutorial - (Shaun Dunne) http://.shaundunne.ie
Sonniss GameAudio Bundle - http://www.sonniss.com
Glass Templates - m.orzelek (Michal Orzelek) UE4 Material – Glass | Unreal Engine 4 blog
VfxPackMaterials - Othelnic12 http://www.youtube.com/watch?v=7ViQ1gjdeNg
Prototype Materials - Othelnic12 https://gumroad.com/l/FCqpG
Mega Foliage Pack - nopal3d http://forums.unrealengine.com/showthread.php?64659
Mushrooms - altermind (Alex Gomersall) Free Enviroment: MUSHROOM - Game Development - Unreal Engine Forums
Rocks Mini Pack - Luos (Yoeri Vleer, Hilary Pierson, and Nopal) https://forums.unrealengine.com/showthread.php?66137-FREE-Luos-amp-Nopal-s-FREE-Rocks-mini-Package
Four Seasons Low Poly Pack - (Tim van Helsdingen) http://www.timvanhelsdingen.com

If any of these community contributors would like us to stop packaging your content with this project then please let us know. admin@metahusk.com

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http://projects.metahusk.com/work_packages/25
Why blueprints aren’t accessable.

You can download them from the repository. You’ll have to use a client like source tree. Otherwise you can download the whole project.

Full project: http://downloads.metahusk.com/dev/random_dev_v0-0-1-0.zip

Repository: https://git.metahusk.com/random.hg

Edit: Most of the blueprints communicate with each other, so to understand what is going on it’s probably best to download all the blueprints so you can see what is going on.

Thanks Parvan! Its great that they are available for community. It will really help newbie like me.
Edit: Parvan are you familiar with blueprints??
I am creating a fps project using blueprints and now I want to know
Q1: How could I create recoil to weapon
Q2: How to switch weapon to secondary weapon using 1 or 2 key or using mouse wheel.

I’m pretty familiar with blueprints. There are a lot of different ways to do things. You might be able to find a quick tutorial on the subject. One method is you could just change the relative location of the gun mesh back and forth quickly to get a recoil effect. Switching weapons can be done a lot of other ways too. You can spawn a weapon model and attach it to a socket, or you can have them already attached and change the visibility in blueprints. (Edit: you would probably want to do a rotation of the weapon model into the scene so that appears the player is drawing the weapon. Or you can animate the effect, but with blueprints making the mesh move around is pretty easy especially if you don’t have any animating experience.)

We plan on adding these features into the project but it takes time. It’s on the agenda. I want to add a bunch of basic features so people can download it and use them for their own projects. I just haven’t had the time to get to specific feature yet. I’ve been spending my time on the basic gameplay framework first.

Thank you very much for your reply! I am asking how how do I change weapon blueprint (i.e. I have created a primary weapon blueprint which is automatic weapon and another which fire 1 bullet at a time) I want when I click 1 Secondary weapon blueprint activate and when I click 2 Primary weapon blueprint Enables.
P.S. I am not looking on mesh or animation right now just the mechanism.

You can make the logic for that work in the same blueprint. Are these different firing modes on the same weapon? Like primary and secondary fire?

I will eventually add weapons templates to this project but it will take time. (Edit: right now the weapon bp in the project is a temporary one. I will build a weapons system like I did for things like the player tracking.)

they are different weapons like assault and pistol.
Thanks And regards

This is great!
I just finished sketching out a similar project, but I might as well download and expand on this.
Looking forward to contributing to this project.

Thanks!

When I get the time I will build a system in this project. You’re welcome to take it to your own project.

Thanks! I’d love to see you help with the project. I’ll be pretty busy this semester with university but I’ll do my best to keep things going.

The next thing I’m going to incorporate is Jargon’s open source launcher for automatic updates on the playtest builds. Jargon’s Launchpad - A free, open-source UE4-compatible game launcher - now cross-platform!

A couple of my playtesters said that’d be a feature they’d like to see right away. (I mean, most people don’t have a lot of time to waste patching their games.) I hope to make everything as accessible as possible.

interesting as as my project is based on the shooter game, just a shame atm that i can’t get the dl to work !!

trying dl 2gb at 1.5kb is going to take forever, have you any better links

Are you downloading from the repository or from the project files link?

I just tried http://downloads.metahusk.com/dev/random_dev_v0-0-1-0.zip from work and I’m getting 1MB/s. (Which is close to the full bandwidth here.)

Edit: I’m getting over 3MB/s on a faster network. downloads.metahusk is on a different server from the repository. The repo consumes a lot of RAM when cloning which may induce a slowdown but my tests have been pretty fast. I’ve only tested 4 concurrent connections at once though for the repository.

I still have a lot of work to do on the project. I’m trying to get basic framework stuff done so people can use it for their own projects. I plan on building simple dynamically spawned enemy bots, player spawnable items like turrets / walls, weapon selection, and an inventory system. Most of my time has been put into a JSON economy system and stuff which I have the basic framework working.

We could coordinate features if you’d like to group up and not reinvent the wheel. I see you’re working on a UT40k project. Looks cool, I’m a Warhammer fan :smiley:

sorry to be a pain but do you have the 4.9 versions of the plugins :frowning:

opps got them i hope :wink:

I usually wait to switch to the new engine version until a second or third release. If I remember right VaRest should support 4.9 as it is while VictoryPlugin requires an update.

The project is using a modified victory plugin but as long as you don’t do a Linux build it shouldn’t affect you.

There may be bugs in the transition between 4.8.3 to 4.9. I know 4.6 - 4.7 created a ton of bugs. Hopefully there are none! *crosses fingers (If it does anything weird like spawns not working, etc, it’s probably bugs from the version transition.)

had a quick go so not sure if everything is good i’ll have another look tomorrow

the json stuff looks complecated to me so i’ll keep well away from that :wink:

Thanks for taking a look at the project! The JSON stuff does get a bit complicated and it’s a work in progress. Everything is working as of yet. I’ll get some more features put in place when I’m at break from university. It’s been keeping me busy this year… :confused:

EDIT: Okay, I can access it, but i cannot download. Does cloning update automatically? I’m asking because I want to make sure compatibility won’t break from auto-updates.

Hello NorseHorse,

Yeah, the clone should work. I just cloned another copy last week. Our server was just migrated to a different data center but so far I haven’t seen any issues.

When you want to update your version just do a pull and it will update your copy. If you make any modifications though a pull will overwrite your changes if the pull affects the files you’ve changed. SourceTree will warn you if this is the case.

You can also just download a zip of the v0.1.0 release. I uploaded a zip on our webserver. I just tried the link and I’m able to download it all at 10MB/s. (Faster than a USB2.0 Flash drive)

Both download and repo clone options are available. The repository is using Mercurial not Git anymore as Git had performance issues do to the repos size. SourceTree can work with mercurial without issues.

Thanks!