Switch - Multiplayer FPS - Where players design the environment

Thanks! We might allow that in the future, have not really thought about that too much though :slight_smile:

I use 's launcher at the moment which broadcasts the server’s IP to Parse.com, allow others to connect using “game.exe #ip” behind the scenes. We’re not using the fancy GameInstance logic yet which you can see in Shootergame for example which handles a lot of the failure cases.

Currently I’m using a GTX 580, i7 2600k, 16GB DDR3 with SSDs. I’ve had some heating issues when hosting 6+ players on my machine until I made some improvements to cooling, also we need to tackle transparency draw performance, we worked around this in the last playtest by using masked transparency instead of translucency.

I’ve tried to get a dedicated server game build up and running, but been running into a bunch of compilation & deployment issues, I’ll continue with that once I return from the visit to Epic. (One benefit is that I can experience the playtests as a client, giving me better insight in replication issues that I normally don’t experience as host)