I’m currently building a game that aims at Steam and consoles, the gameplay is of an RPG/Hack’n’slash and involves local co-op (working).
So far, as I’m working alone in this, I got practically everything I wanted working on my game with blueprints, from the real time combat to the inventory and save system, and that’s the main motivation for me to try the Steam online capacity.
With the new feature about Steam Online Session, I’d like to know what do I need to setup on my game to use it.
Also, I’d like to know about DLC support and if it could be used effectively with blueprints, in a near future.
These questions will help me to decide on what should I prioritize to finish my game. If Steam can be used to enable online multiplayer I would take my time to implement it.
For the DLC feature, it would impact on the way that the story is told, that way i would choose between shipping the game and then launching the continuation through DLC or if I should split it and turn it into a series.
This is my first attempt at a commercial game and I never felt so confident about it, the support and power that you guys at Epic are giving to us is just amazing.
Thank you in advance, your answer will help to shape my game.
I think this is not possible to create DLC with the UE 4.6 but now the engine 4.7 fully support (in beta) DLC. You can do that with your blueprint and an installer (or luncher).
The links :
The part for the DLC :
Downloadable content (DLC) can now be packaged up for distribution!
“Currently this feature is in beta testing and requires a command-line tool. Create your add-on DLC inside a game plugin Content folder, and use the new packaging tool to “cook” and optimize your content for your platform of choice.
This feature makes use of the game’s asset registry to know what content is already supplied in the shipped game, and will cook anything needed from the game’s content into the DLC.
To use this feature, run the cook utility for your main game with “-CreateReleaseVersion=x.y”, then again for each DLC plugin with “-BasedOnReleaseVersion=x.y -DLCName=MyPluginName”.”