ONE YEAR of Progress on my Indie Multiplayer FPS: Astro | Devlog 8
Вставка
- Опубліковано 28 чер 2024
- / discord
Its been a whole year of game development on my indie multiplayer fps project: Astro.
Astro is a fps in zero gravity with a focus on movement tech.
In devlog 8 I add a new gun, UI, and a movement ability!
00:00 Intro
00:58 V1 Concept
03:31 V2 Back to Basics
05:19 V3 Map & Movement
07:16 V4 Net Tick
10:00 Recent Updates - Ігри
Making your own networked physics system is awesome! This looks like a super fun concept, hope it takes off!
Sick vid and I loved the thumbnail and your new logo
Thanks, I couldn't have done it without photoshop haha!
I’m really hoping this finds the right market and takes off, it’s looking amazing!
Looks amazing!
I started making some simple 2d games in Flowlab, a visual script game engine and this video inspires me to make a 3d game. Keep up the good work, brother!
You made your own networked physics system!?!?! Dang man thats Insane.
I pesonaly can't play FPS games because of simulation sickness (A medical condition that happens to people who don't get motion sickness lol) But the concept and looks of this game are awesome.
Damn, is it so bad that you can't play? Jeez man, that sucks.
Hope you have a nice day, you deserve it.
@@shawermus Yea. It sucks. It can be helped with a much wider filed of view and higher FPS. Though if you are immune to seasickness and other forms of motion sickness like I am it makes you sick really fast even with good settings.
So I guess you trade one thing for another lol.
I remember spending a summer making a horror game based on the film series Phantasm in Blender, back when they still had their own game engine you could create into. I spent the entire summer learning blender, how to code, light, making my own models, etc. I created a driving game in the desert where its an endless run (high score, very arcadey) where you drive a apocalyptic cuda running down and shooting dwarves with the mounted machine guns on your hood, dodging sentinel lasers (from Ravager), etc. It was great fun... then blender updated and removed the game creating features... then school started... then nothing.
Great job, looks really cool! Keep up the amazing work! :)
Very creative! I wish you the best! 😁
This looks really fun! Good luck on your project going forward o7
woww i love seeing devlogs like this
Man, you're story feels so similar to mine, but instead of FPS games it was games like sims and mount and blade. Great luck to you friend!
great work bro, keep it up!
I had an ASMR experience when you described Net Tick. Subscribed.
Reminds me of a sci-fi movie where a kid plays a zero-g laser tag
This looks sick. Commenting for algorithm
appreciated
Hey! I just found out about your project and i cant wait to try it. 1 idea i have for the game is to make a contrast to seperate the players from the world to not blend in. Maybe keep a darker pallete for the colours of the world or making an outline like many games do could help fixing that problem, though your game needs it the most due to how many things happen around you. Moving a camera to actual 360 degrees, moving around all surfaces and etc could be improved by making the enemy more identifiable. Maybe you could try what csgo did and make all enemy player models have a higher contrast to be more visible no matter the character skin they have or how dark the area is around them. All options either way dont have an impact on perfomance client nor server side from what i know so you should try it , especially if you plan on making more complex in detail maps
I was literally just thinking about what I could do for this problem last night! This is a great idea, thanks so much for the support!
I love the focus on movement compared to other zero g fps’s I’ve, which is only like two but it’s still a great addition. I’ll definitely keep following this project from now on. I assume the answers no, but do you have any plans for a campaign? There could be some interesting twists on the mechanics and it could show off some of the world-building you and your brother have done. Keep up the great work!
Edit: I forgot to mention, but the level design looks like it works really well with the gravity mechanics. It’s awesome to see how the level stays cohesive on every axis
Thanks! Campaign would definitely be a lot of work, so probably not before release, but if its a success that's definitely something I would consider doing!
Thanks for watching!
discord link: discord.gg/HwMFGPzFZn
GamePlay > Grapichs and this game play looks good
That is impressive🤩
Thanks!!
Keep up the good work👍
i see your first videos and am like man this is complicated but i think im kinda understanding it, at least to where i can start to diverge off what you've done. then i see this video and like theres like no way to do any kinda custom physics deal
time to throw in the towel
Haha yeah in hindsight I basically spent the past year just learning networked movement and it all came together in this! Was it worth it?... but at least I'm mostly on the other side!
I really want to be a play-tester this game sounds so awesome, I have been following for ages! Also I have an idea for another movement option, a hurdle over another player, this would boost your speed and act as a melee attack. Essentially you would either throw an enemy (allowing there corpse to hit another player or even act as a shield) or if that is too hard it would just kill them immediately. Anyway, loving the look of this game, cya
Thanks a lot! That's a dope idea, I definitely want more pvp interactions like the equivalent of a zero-g melee!
@@delgoodie Thanks!
Im glad you made your own physics system. So people can't just steal your idea and put it in Fortnite. After looking at what happened to Only Up, I fear thats gonna happen more often.
The music copyright notices in the description tell me the reverb was a waste :')
Haha that was actually for the twilight zone clip which came out in 1959 but i guess they still care about that stuff...
Pretty cool, I get motion sickness from watching the newest version though. Maybe it's better when playing than when watching
As someone who really only works on singleplayer stuff, half of the server-side mumbo jumbo basically just slapped me in the face. RREAALLY like the game tho, reminds me of that one demo that came out (Boundary, i think its called) but fast to the point where its almost a movement shooter (my style). Looks reallly cool!
you hit the nail right on the head! I think boundary misses the most important aspect of space: Zero-G movement. I love movement shooters too!
@@delgoodie Agreed. What's the purpose of making your game zero-g if you don't really take advantage of it?
I kinda miss the old ui, with the force direction indicator or whatever it's called.
I'm very interested in your NetTick. Would you consider doing a video going over what you're doing? Not even a tutorial, maybe like a follow up to your CMC Architecture video except "this is what I did"
Probably not since its only for Astro, but I might consider releasing it as a marketplace plugin in the future.
@@delgoodie epic will give you a really nice check for it if they like it you should definitely put it on the marketplace
@@delgoodie You've definitely got at least one customer ;)
Sorry if I missed this, but for your networking, beside the physics system do you use the Unreal Engine built-in option or an alternative like WinSock or RakNet. Thanks!
I'm still using unreal engine's default networking layer, just not the character + character movement component system
Hehe I also am making a competitive shooter and ran into the same problems... I hate the character movement component. I am shocked Epic hasn't replaced it yet.
If your NetTick is as effective as presented post-play testing, and it can be packaged properly, it could prove to be a sellable asset on Unreal or other game engine marketplaces.
A way to at least generate cash flow to support the primary game development.
Just a thought.
Otherwise, looks really cool.
This is definitely something I'm considering! just worried about having to support it... Also there are some features I would need to add and probably an example project if I'm going to compete with unreal engine's default solution.
@@delgoodie true. If you get a base code base you can also use minimal revenue from it (it shoul be priced $100+), you hire someone on fiver to debug or schedule time like 2 days per month to bug fix / add features. It timeboxes the effort, leaves you focused on your project, and still gets you background income.
Either way, love the game idea; look forward to seeing it come to fruition!
Hey man, did you look into the Iris replication system for UE5? I think it might address some of the issues you had with the base implementation
Yeah iris looks really promising, thinking about upgrading to it!
Nice Video. Is Net Tick necessary for a game on the ground?
Net Tick doesn't have any specific ties to zero-g so it could be used for a boots on the ground game. I am considering publishing this as a marketplace plugin in the future.
@@delgoodie Great. Hope to see it on the marketplace very soon.
As programmers, we don't do things because they are easy, we do them because we thought they were going to be easy ;)
Couldn't have put it better myself
Noooooo! I just started my gamedev adventure, and I had a "original" idea of a 0-gravity shooter, but I guess you beat me to it :'(
Shattered Horizons beat both of us a long time ago!
Where did you learn to re-write the networked physic system? And do you think this was the only way to solve the cheater problem or is there another way.
By the way the game looks Awesome!!
I learned mostly from reading Unreal's CMC source code and technically I think you could make a workaround to replicate a timestamp to proxy clients and also override the CMC's proxy SimulateMovement() pipeline but you would be using a lot more bandwidth. Or you could do what valorant does and just make an insane anticheat. If I had to guess, they probably have a lot of client authority, but vanguard just makes it so you can't malform rpcs calls so they don't have to worry about the potential of cheaters.
You should at a tutorial with its own map or smtn because I know you said that u wanted the game controls to be easy to learn so you should make a tutorial to make it more straight forward.
Also you should add zero gravity physics object to really sell that you’re in space. You could add objects like wrenches, scrap parts, robots etc. And you could add rovers out in outer space so that when people look out the windows, they see the rovers.
yah I'm looking for ways to make the next map more immersive, also a tutorial map is a good idea, I might even make a race/freestyle map similar to the bo3 parkour maps for people to playtest and learn the controls and try to get the best time.
Hey love the content I have just a random question that iam interested in, what are you studying in college ? And did it have any effect on your progress,also i would love to know if you are working full time , part time with college or any other config you have for working in your project, iam considering going to uni for game dev related course and having doubts about time and value of it.your feed back would be invaluable to me, thank you so much and cant wait to play your game, much love💌
Im a junior in college studying Aerospace Engineering and Physics. They have definitely helped make me sharper "all-around" but have been more of a hindrance to actual development just because takes a lot of time to study! I'm work on the game more part time i guess but i dont really have a "schedule", i just work as often as I can. I want to say go to university because I think its a lot harder to get a job without, but I can't really comment on a game dev program or cs degree. I will say that, learning coding on my own, I still outpace my friends who are here for cs degrees. I just heard a guy at the gym say that only 10% of the kids as my university actually know how to code haha!
@@delgoodie ohh 😆okay thanks a lot man, i appreciate your advice iam amazed you work part time and learned and built all of this in just about a year. Keep going forward, i too probably will go through formal education while doing game dev part time. Your progress shows me its definitely possible if you put the work in. Thanks again
I am starting to learn 3d modeling on my own and yeah it is hell
Programming on the other hand even more hell
will be there multiplayer tutorial?
I really wonder what will it look like when you finish it. Are you going to release it on Steam and if yes do you have a release date in your mind. If it will be paid could you please add special price tag for Turkey. I really want to try this but because our economy is a little fkd up it would be hard for me and my friends to buy it. (sorry for bad eng)
Yes Im pretty sure I'll go with steam. Release date isn't set but hopefully about a year from now. Also don't worry! Free to Play! (going to add cosmetics n stuff for monetization)
You look like a good scripter, do you plan on joining any game jams?
Thanks I think I might do the GMTK Game Jam!
@@delgoodie me too, man I wonder how they manage to get so many people to join? (Then again my game jam is for UA-camrs only so I guess that may contribute)
Yeah GMTK is masssive and pretty intense, I just hope I am ahead enough with Astro to participate, which one are you doing?
@@delgoodie besides my own jam im doing Mvm (metroidvania month)
How does it perform with 10% packet loss or 300 ping?
Its actually pretty playable. I didn't try on this before but it only gets about 7-10% correction rate and the feel of the gameplay isn't as choppy as i expected. I used ingoing and outgoing ping of 150ms (to get a rtt of 300) and 10% outgoing packet loss and 10% incoming packet loss. If you want to see gameplay footage with these net settings, join the discord!
can you make a video game for me too please, i have the whole thing up in my head,,,,it's labourous to write it all down, imagine coding it ! cheers ,,,the game looks sweet good job :)
When is it out
Hopefully I will release the game in about a year or less! Still a bit too early to tell though.
give me the code.
i like ur game but "Boundary" did it already :/
haha I mean thats like saying doom already did fps...
Their game is way more about the tactical realism of space, but Astro is arcade style, fast paced, unrealistic gameplay. I think what they missed was that the most important thing about space is just having fun moving in zero-g.
@Skullrak
games are like music where pretty much its all been done before, its just about expanding upon a winning formula or adding the little twist
yo, that's hella cool. the concept, the universe, gameplay, everything. hit me up if you ever need music made for it! my email is in my about.