OUTRIVAL: The Game I'm Making

Dom

Nǐ hǎo, yǒu jīn zi ma?
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Should get a mod to add the game name to the title to get some web search presence.
 
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Ravishing

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Should get a mod to add the game name to the title to get some web search presence.
I'd be down for that.
Today is officially 1 yr.
Reddit:

A "defensive" ability for this support character.



First simulation for gameplay, very rough & flawed:


I'm going to work on a better simulation. Getting a Simulation running will help tremendously with testing & finding bugs etc.

Updated Simulations, seeding in 60 players (15 players per team).


 
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Ravishing

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1.5 months since last update, been working on a lot of systems that might not seem like much but had a lot of moving parts & details to work out.

Upgrading Tiles & Tile benefits:
This stuff took most of the time these past month(s). The biggest issues is always Multiplayer & getting these details sync'd up across all players, in a (hopefully) performant manner.
The gist of it is:

There are 89 captureable tiles, each tile grants 1 to 4 benefits. Most of these are generic stat-buffs, but some key tiles grant additional on-hit effects, reduced Respawn time, movement speed, etc. In total, there are 182 effects linked up to 89 tiles.

If that wasn't enough, I also incorporated Upgrading, which increases the strength of the benefits. Upgraded tiles do NOT lose their level when captured, so deciding what to upgrade is going to be a strategic move, since you don't want your tier 5 tiles going to the enemies.

And once all of that was sorted, I made some UI enhancements to show the buffs/upgrades on the UI/Map overlay. Linking up systems to the UI can normally take a couple days itself to work out all the bugs & issues.

This video shows a tile getting upgraded to tier 5, and a couple stats improving due to it, as well as the map with hoverable tiles showing the benefits + other info.
There is a glitch : I'm upgrading a tile I'm not standing in, this is due to my teleports (I'm using for development purposes) being stupid, which I can easily fix, and probably should for more accurate videos. Right now my character thinks I'm in the tile getting upgraded because the teleport I used said that's where it would put me.


Invading:
If you invade enemy tiles, you'll take damage (like a circle in BR games). Invading means going beyond the battle lines (Battleground tiles). I want invading deep into enemy territory to be possible, but risky.. it could be a way to comeback from a dire situation.
I've implemented Damage & a visual effect when invading. However this video also contains a glitch where the damage isn't happening.
Something isn't triggering properly with the damage portion, sometimes it works, maybe due to Teleports again. The video shows the transition after capturing an enemy tile while invading.
Damage also scales up if tiles are upgraded, which I had working reliably a week or so ago.


Movement Modes:
Movement is a critical topic in UE4 when talking about networking & replication & protecting against hacks. I have some features planned that require I build out the movement system more. Anything movement related is 95% c++ whereas a lot of the other things are being done with UE4's blueprints (and can be converted to c++ later). I've never coded c++ before working on this so anything c++ is a challenge for me.

One reason I moved to Movement modes is because I plan to beef up the respawn mechanic and to do that requires teleporting the character to a desired location. So I had to figure out teleportation, which will also be used for some tp abilities. So teleporting is now possible, but I haven't done anything with it yet. On the fun side, I wanted to add Flying. 2 Characters have wings: Serath & Muriel, both are "support" characters.

Serath can now fly:


Adding flying has been rather fun and I'm extremely happy with the progress thus far. Animations need tweaking/adding because Serath never flew in Paragon, she only had abilities that would display her wings for a brief second or so. I hijacked some of the animations to create a flapping animation and combined a falling+idle animation to create a flying animation.

Flying has a bunch of parameters including whether to use wings or not, max elevation, gravity while flying, etc.
The controls are very smooth, double-jump starts flying, approaching the ground will seamlessly exit the flying state.



Future "key" tasks:
Spawn Island : A spawn island is a "cheat" for loading a bunch of characters into a big world. I need to create a spawn island -> game start mechanic to get things rolling smoothly.
Respawn Mechanic
Win Conditions
Resource Acquisition/Expenditure (spend resource to upgrade).
Map improvements - I want to spend 2-3 months updating the entire map.
A ton More abilities


That's all for now.
 
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Fight

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It is impressive stuff bro. Are you working on this, because?

1. Purely for your own enjoyment?
2. You want to release an indy full-fledged product?
3. Proof of concept for a potential job opportunity or kickstarter project?
 

Ravishing

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It is impressive stuff bro. Are you working on this, because?

1. Purely for your own enjoyment?
2. You want to release an indy full-fledged product?
3. Proof of concept for a potential job opportunity or kickstarter project?
A little of all of them.

1.) I have always enjoyed creating things, this is the ultimate since there is so much to create. It's very enjoyable "solving" each problem and seeing the things work at the end. I do love games but since my time commitment has dwindled, I find myself spending 30mins-1hr working on this, rather then logging into an actual game for that time. Any game I would be interested in would consume so much more time per session. I feel like I can't make any decent progress in most games with the limited time I have. However, with this I can identify a task, do research on it sporadically throughout the day(s), and when I can sit down to work on it, I have a decent gameplan in place to accomplish it. For example, the movement mode additions was something I was working on for maybe 2 weeks off & on. I never have time to just sit and grind out a problem.

In a way this way of "developing" allows me to keep a fresh mind & not get burned out very easily. And if a task starts burning me out, I move on to something else, maybe Art instead of game systems, or something I deem as "fun", like flying.

Lastly, I like to know how things work, and this has given me so much knowledge & insight into how games are designed & work. Mechanics you "innately" understand as a die-hard gamer, but don't really understand why or how it is that way, now I have greater insight into why things behave as they do.


2.) I don't care so much about releasing, what I want is a playable game to finally see everything I've done put to the test. I'm not planning to just release it on steam or rush it to a marketplace. I would want to prove it's a decent game beforehand. Which maybe is never, or maybe it's 5 or more years from now, no idea. I want a game that can be logged into & played to a conclusion, and hopefully it proves to be fun! If these goals can be accomplished, only then would I consider pursuing the next step of trying to release.


3.) Proof of concept for myself, we talk a big game on these forums, I want to create something from scratch and see what happens. Kickstarter or adding more people to the team could be something in the future, but not before there is something playable and knowing the final direction. I'd only involve more people if it means turning this from a hobby to something that needs polish for a release. I am not using this for a resume piece, I have no desire to work 14+hr days in a cubicle at some gaming company. I either do my own thing or nothing. However, using UE4 for other things than games could be an idea for the future.

My current profession is not creative at all, someday I may wish to reenter the space. Filmmaking/TV/VR stuff is all gaining traction and knowing how to use UE4 to do these tasks is a nice tool in the toolbelt imo! (more lucrative than game development too, probably!). The fact I'm in a non-creative role also allows me to work on this project feeling rejuvenated.

Also imo games are only scratching the surface and we're going to see an explosion of innovation in the near future. The Borderlands 3 integration with Twitch is yet another step taken in the future of entertainment. We're not even scratching the surface of where things are headed imo.
 

Ravishing

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Almost 2 months since last update. I feel like I did a lot in that time. Website updated: www.outrivalgame.com

This video is unlisted & not on the website but has a medley of items:

  • Yin Whip: Added physics to the whip, it's a little jerky but at least it moves now. Creating whip attacks is the next challenge. TBD.
  • Gideon: Multi-Projectile ability. Implemented ways for an ability to fire multiple projectiles in succession or simultaneously.
  • Aurora: Movespeed debuff. Implemented movement speed debuff, which is trickier than a stat debuff since it effects character movement. This ability does a 10% debuff stacking up to 50%.
  • Game Start Processes: Load onto a starter island, wait for players, when target # is reached begin a countdown, then transport all players to their team's starting base.

--
Melee Attacks:
Finished my melee attack template. A little easier than projectile abilities, but still has it's own challenges, such as how to handle weapon collision and I wanted to chain attacks together to create more natural flowing combat. In the video below Aurora has 3 abilities as a part of her primary melee attack ability. In this case it only progresses to the next attack if she deals damage (some won't require that condition, some may require other conditions, such as a specific debuff on the target),

HUD Update:
Also in the below video is a HUD update. I battle with the HUD constantly and this is probably my 10th revamp. Hopefully it's a little more intuitive & appealing.



Map Update:
I'm gearing up to spend a few months on updating the entire map, more thoughtful layout and better textures. The Starter Island was my first test. Here's an initial blockout using a better landscape material:




That's all for now.
Most of my key future tasks are similar to the previous update:
  • Spawn Island : A spawn island is a "cheat" for loading a bunch of characters into a big world. I need to create a spawn island -> game start mechanic to get things rolling smoothly.
  • Respawn Mechanic
  • Win Conditions
  • Resource Acquisition/Expenditure (spend resource to upgrade).
  • Map improvements - I want to spend 2-3 months updating the entire map.
  • A ton More abilities



Also, Amod Amod , I wouldn't mind a title change to something more appropriate such as "OUTRIVAL: the game I'm making" or something :D
 
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ZyyzYzzy

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Almost 2 months since last update. I feel like I did a lot in that time. Website updated: www.outrivalgame.com

This video is unlisted & not on the website but has a medley of items:

  • Yin Whip: Added physics to the whip, it's a little jerky but at least it moves now. Creating whip attacks is the next challenge. TBD.
  • Gideon: Multi-Projectile ability. Implemented ways for an ability to fire multiple projectiles in succession or simultaneously.
  • Aurora: Movespeed debuff. Implemented movement speed debuff, which is trickier than a stat debuff since it effects character movement. This ability does a 10% debuff stacking up to 50%.
  • Game Start Processes: Load onto a starter island, wait for players, when target # is reached begin a countdown, then transport all players to their team's starting base.

--
Melee Attacks:
Finished my melee attack template. A little easier than projectile abilities, but still has it's own challenges, such as how to handle weapon collision and I wanted to chain attacks together to create more natural flowing combat. In the video below Aurora has 3 abilities as a part of her primary melee attack ability. In this case it only progresses to the next attack if she deals damage (some won't require that condition, some may require other conditions, such as a specific debuff on the target),

HUD Update:
Also in the below video is a HUD update. I battle with the HUD constantly and this is probably my 10th revamp. Hopefully it's a little more intuitive & appealing.



Map Update:
I'm gearing up to spend a few months on updating the entire map, more thoughtful layout and better textures. The Starter Island was my first test. Here's an initial blockout using a better landscape material:




That's all for now.
Most of my key future tasks are similar to the above update:
Spawn Island : A spawn island is a "cheat" for loading a bunch of characters into a big world. I need to create a spawn island -> game start mechanic to get things rolling smoothly.
Respawn Mechanic
Win Conditions
Resource Acquisition/Expenditure (spend resource to upgrade).
Map improvements - I want to spend 2-3 months updating the entire map.
A ton More abilities



Also, Amod Amod , I wouldn't mind a title change to something more appropriate such as "OUTRIVAL: the game I'm making" or something :D
Ask and ye shall receive.

Also looks cool