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    The template was uploaded to gumroad, however some bugs that I fixed appear to not be fixed. Just pulled the file temporarily while I sort it out> Apologies for the inconvenience.


    Originally posted by proxenete59 View Post
    Great

    I same a question

    I have to buy the behavior tool kit and I would like integrate the loot when he dies

    and what it is possible (thereafter project) to have to put the loot in a component for uses on another Ai?
    Hey there. Not entirely sure what you are asking - but if you are asking if it's possible for the AI to drop loot on death, that's totally possible. I've included a blueprint component that can be attached to AI characters to generate random loot based on a loot table, or set loot that you can configure It should work with any AI character as far as I know.
    Last edited by apoisonedgift; 01-15-2017, 12:13 PM.

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      Okay guys. The gumroad version of the Multiplayer Survival Game Template is now available for all gumroad customers! I have included version for both 4.13 and 4.14. Please note that, despite extensive testing by myself and a group of others, there will likely be bugs. This is one of the most ambitious blueprint systems available on the marketplace (based on what I have seen anyway), and bugs are almost definitely going to happen! I will do my best to ensure all bug fixes are applied swiftly and instructions will be provided to apply them to your own projects wherever possible! PLEASE keep all bug reports to the dedicated ticketing system I have set up over at http://support.dapperraptor.xyz as it makes it far easier for me to track them than random emails and forums posts! Thanks!

      The original post on this thread has been updated with some details about this release, updated screenshots and... oh yeah, this guy



      Please note that a lot more information will be made available tomorrow, as well as more media. At the moment the central hub site I am setting up for this, http://survivalgame.site, is very barebones, but this will soon be home to all documentation, tutorials, community made content and so on! So be sure to keep an eye on that.

      Thank you everyone for your patience regarding this project. It has been a momentous undertaking - far bigger than I had anticipated. But it's out now, and I'm looking forward to seeing what you guys make of it!

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        wow this llooks great cant wait for it to be processed with epic congratz

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          Can't wait to try this when I get home in 9 hours haha! I'm sure you're very glad to have it out, now you can relax for a day or two and see your hard work make everyone excited like a kid in a candy store with $20. Thanks for all the work you've done on this, I am sure it wasn't easy.

          -Andrew
          Last edited by DeepDriftStudios; 01-17-2017, 08:51 AM.

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            Thanks for the kind words guys =) I definitely am keen to work on something a little smaller in scope haha. In between documentation, bug fixes, and so on of course =)

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              I should have purchase the version on gumroad xD

              But the work you were (bringing or add) and simply great

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                GREAT WORK!! I've been playing around with it for a couple of hours now and it's absolutely brilliant. Well worth the wait!

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                  Okay guys, I've just made a post on the Multiplayer Survival Game Template Hub site I've set up, and added in a big extensive list of features. If you click on each feature in the list you can get a bit of a description on how they work, and in most cases, a rough idea of how adaptable/customisable they are (spoiler: a lot!). I've tried to cover as much as I can, but given the sheer size of the project, I have DEFINITELY forgotten some things (yes... I forget some features in my own template :P that should speak volumes about how much is really included here) so I'll update it as I remember them. I'll also be starting the video coverage of the various systems and features tomorrow, so keep an eye out for that!

                  I've also made public the future features roadmap, which has the features I want to add into the template over time. I'm open to other suggestions, though I can't promise everything will make the cut. If you want to view the list at the moment (which is very basic - just a list of items and a very brief description of each) you can check out that trello here.

                  Response to the trailer so far has been very positive, and those of you who have fired up the template seem to be having a good time with it, so that's awesome to hear! Looking forward to more feedback (good and bad).


                  Originally posted by proxenete59 View Post
                  I should have purchase the version on gumroad xD

                  But the work you were (bringing or add) and simply great
                  Haha don't worry, it won't be too long until Epic get it sorted hopefully I want it out there too haha!

                  Originally posted by itsalwayssummer View Post
                  GREAT WORK!! I've been playing around with it for a couple of hours now and it's absolutely brilliant. Well worth the wait!
                  Glad to hear you are having a good time with it! Please let me know if you find any bugs asap! Pretty keen to iron out anything that pops up haha.

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                    Okay guys, the documentation process has begun proper... I've started with the Time of Day Cycle. I will be aiming to get at least one major component covered each day, though hopefully will get through them a bit quicker than that. You can check out the documentation for the Time of Day Manager via this link if you want to get a feel for the level of documentation that will be available to you - I am trying to make it very thorough and easy to read If anyone has any feedback I'd love to hear it!

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                      Just a little notice... The Multiplayer Survival Game Template is now available via the UE4 marketplace Have fun guys!

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                        Hey apoisonedgift,

                        Good template, however I've encounter some bugs here and there on widgets, it seems like it wasn't tested enough. They are very simple to fix, takes less than 10 minutes to figure it out if you know what you are doing. Just be mindful of widgets next time apoisonedgift, they are very easy to screw up.

                        for example, Hit inventory key and then Main Menu key, both widgets will appear causing input bug on earlier opened inventory widget. Meaning, it will stay with input of the Main Menu, rather than going back to input mouse setting of inventory widget. If you hit destroy button inside inventory and hit Main Menu key (Esc), then user gets stuck with no other solution than ALT + F4. These have two workarounds. Close inventory widget when Main Menu is called, or return to current widget after one is called. Third one takes longer time to implement, possibly requiring to change a lot of logic. Just go with option 2, since it seems that after you hit resume in Main Menu widget it goes back to game.

                        Also, encounter a few logic errors in game multiplayer hosting logic and also logic (errors/miscalculations) MATH or better ... Few more testing required to find solutions, you might have to do some few calculations...

                        For example: (standalone game) If you host a match (only tested in LAN), go to main menu widget (Esc), try to host a match again, you will encounter (log assigned message error) when creating the match again[it wont allow you to host match]. Easily fixable.

                        Another Example: (of course you can have player die and drop all inventory for this, but for the heck of a custom game why not point it out.)If you die when weapon equipped and ammo left, when re-spawned, weapon doesn't fire, so for the logic of your blueprint to pick up, you have to drop ammo and pick it right back (get it?) should be easily fixable :P, I'll give you 2 minutes to find it. A LONG TIME... haha




                        Overall, good product. Really like the fact that it takes a month or two out of work. Hope we get good support to fix these bugs.


                        Suggestions so far, only tested this template for 20 minutes and nearly 20 seconds, I had seen the code logic of the previous version so I know how the logic was going. I basically became apoisonedgift's brain , so I do know what to test for :P
                        :

                        Fake loading widget, just to give time to textures/materials to get compiled.
                        Key remapping
                        Take a look at widgets and test them like if you are looking for ants in a room, any possible breach. Specially, avoiding programmers widget issues if the template is going to be used for expansion.
                        When player dies, drop all inventory
                        fix those simple bugs

                        Bool DidYouGetIT = 1; ?

                        // I might have to look more into the template, but I have a short time to take a look at other programmers' code and test games, since I'm working on one now. SO...
                        Sorry, If I was no much help on this post, I wrote this in a rush. Also, not even time for grammar fix, thank you very much!!



                        Best lucks,
                        Akalovemaker

                        Comment


                          ...
                          Post fail, look above...

                          Comment


                            Originally posted by akalovemaker View Post
                            Hey apoisonedgift,
                            Hey akalovemaker, going to respond to your post point-by-point for the most part. But firstly, just want to say thank you very much for the kind words and for the feedback - it's all appreciated immensely!

                            Originally posted by akalovemaker View Post
                            Good template, however I've encounter some bugs here and there on widgets, it seems like it wasn't tested enough. They are very simple to fix, takes less than 10 minutes to figure it out if you know what you are doing. Just be mindful of widgets next time apoisonedgift, they are very easy to screw up.
                            Firstly, I just want to make sure it's known that the template was tested extensively by myself and a group of about 10 others. However, as I have said in earlier posts, there is most definitely going to still be bugs in it as it's a hugely ambitious project with a lot of different parts that interact with each other. It's the sort of thing where, until it's out in the wild, some bugs just aren't going to pop up sadly.

                            That said - I will also quite honestly state that I told the test groups to focus on the gameplay mechanics more than anything else, so the widget use is probably likely to be a bit more buggy as you have noted. So by all means - the more people can find and let me know about the better

                            Originally posted by akalovemaker View Post
                            for example, Hit inventory key and then Main Menu key, both widgets will appear causing input bug on earlier opened inventory widget. Meaning, it will stay with input of the Main Menu, rather than going back to input mouse setting of inventory widget. If you hit destroy button inside inventory and hit Main Menu key (Esc), then user gets stuck with no other solution than ALT + F4. These have two workarounds. Close inventory widget when Main Menu is called, or return to current widget after one is called. Third one takes longer time to implement, possibly requiring to change a lot of logic. Just go with option 2, since it seems that after you hit resume in Main Menu widget it goes back to game.
                            Easy. I had actually fixed this in an earlier build, but due to an engine bug I had to rewrite the entire inventory system, including the UI, so will sort these out for the first bug fix update.

                            Originally posted by akalovemaker View Post
                            Also, encounter a few logic errors in game multiplayer hosting logic and also logic (errors/miscalculations) MATH or better ... Few more testing required to find solutions, you might have to do some few calculations...

                            For example: (standalone game) If you host a match (only tested in LAN), go to main menu widget (Esc), try to host a match again, you will encounter (log assigned message error) when creating the match again[it wont allow you to host match]. Easily fixable.
                            Yeah, that's just a result of my forgetting to end the session on the listen server. That's already noted down for the first bug fix and was just a simple oversight on my behalf.

                            Originally posted by akalovemaker View Post
                            Another Example: (of course you can have player die and drop all inventory for this, but for the heck of a custom game why not point it out.)If you die when weapon equipped and ammo left, when re-spawned, weapon doesn't fire, so for the logic of your blueprint to pick up, you have to drop ammo and pick it right back (get it?) should be easily fixable :P, I'll give you 2 minutes to find it. A LONG TIME... haha
                            Yeah the issue here is actually that the players ARE supposed to lose their inventory on death. Not sure why that bug happened, but I noticed it last night so again - this will be included in the first bug fix update.

                            Originally posted by akalovemaker View Post
                            Overall, good product. Really like the fact that it takes a month or two out of work. Hope we get good support to fix these bugs.
                            Anyone who has dealt with me before will hopefully tell you that support is more important than the product as far as I'm concerned Planning to release bug fixes at least weekly (assuming people keep finding bugs that is haha) so it'll definitely get sorted!

                            Originally posted by akalovemaker View Post
                            Suggestions so far, only tested this template for 20 minutes and nearly 20 seconds, I had seen the code logic of the previous version so I know how the logic was going. I basically became apoisonedgift's brain , so I do know what to test for :P
                            :

                            Fake loading widget, just to give time to textures/materials to get compiled.
                            Key remapping
                            Take a look at widgets and test them like if you are looking for ants in a room, any possible breach. Specially, avoiding programmers widget issues if the template is going to be used for expansion.
                            When player dies, drop all inventory
                            fix those simple bugs
                            Loading screen is a common suggestion and was definitely planned.
                            Key remapping I haven't really looked into this in UE4, though I know there are supposedly some issues with remapping keys via blueprint only. In general I don't want to make a very elaborate menu system - the point of include a barebones example was simple to have a starting point to build from, but I will take a look into it at least. I also am going to be adding full controller support at some point in the near future.
                            Widget testing as with everything in the template, the entire system is under constant testing
                            bug fixes already planned for first update, as mentioned

                            Originally posted by akalovemaker View Post
                            Bool DidYouGetIT = 1; ?

                            // I might have to look more into the template, but I have a short time to take a look at other programmers' code and test games, since I'm working on one now. SO...
                            Sorry, If I was no much help on this post, I wrote this in a rush. Also, not even time for grammar fix, thank you very much!!


                            Best lucks,
                            Akalovemaker
                            No worries man The post was plenty helpful. I will always make time to go over feedback like this, so it's very much appreciated!

                            Comment


                              Purchased. Looking forward to learn from what you've created in the blueprints and be able to build off of that.

                              Comment


                                Originally posted by jtxp View Post
                                Purchased. Looking forward to learn from what you've created in the blueprints and be able to build off of that.
                                Thanks for the support! It is greatly appreciated. If you have any questions/issues, be sure to let me know

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