I’m working on realizing a concept I have for a couple of years now.
It’s an ambitious Project involving the use of Playfab, a dedicated server using Photon to communicate with Clients (no unreal replication), Database management and so on.
I prototyped the base requirements for the features I’m planning successfully that includes :
Photon implementation via Plugin, fully exposed to BP with optional authentication via Playfab
Implemented compression lib for huge Data chunks like Map data on Login
Plugins for json Handling, making heavy use of Struct to json and reverse operations super easy.
Plugins for Grid usage, handling the pathfinding and grid operations that are not BP friendly.
as well as threading and sql in BP
Communication functions for Client Request / Respond and Server Request / Respond calls.
what I did so far for the game itself is a Login system, with email verification and the client request for the Map generation with a response resulting in the generation of the Map that was created in the Database from a template triggered by the first Login.
The idea for the game itself revolves around a production City building aspect in a limited grid environment. Ressources can be generated, crafted, traded or converted into a special currency. Ressources can also be used to recruit Units for military usage or to unlock new Maps to increase overall Production.
Warfare with guilds and parties, and a special vs turn-based game mode to make use of bounty acquired by military operations or due to reaching special conditions.
Monetization for this game is intended in a non-destructive form, integrated into the game’s economy.
Its currently only me on this Project, but in case that stuff sounds interesting to you and you want to be part of it, let me know.