Blog Post: Network Integration into player systems
Benjamin Dixon - Project Lead/Gameplay Programmer
The Problem
This sprint I have been having trouble with the networking aspects of the program and was struggling to understand them. I had issues with certain animations and actions not being replicated over the network to either the clients or the server. This was not a problem for the individual because everything was normal to that player doing the action, however for everyone on the network it looked very disjointed. This was not a very good experience for everyone else playing and it detracted from the overall gaming experiece.
The Solution
I did some research on not only replication but also Multicast delegates which ended up being part of my solution, the other half was using an onReplicationNotification to notify the player's state class whenever certain things have been changed, while also being network safe. This was very useful in many future things I did with the system, because any time I needed to add a new animation I could call the event using a multicast and it would work just fine on all players perspectives.
Get Deadlands Duel: Time Rift Rumble
Deadlands Duel: Time Rift Rumble
A hot-blooded, feel good, zombie wave defense shooter.
Status | Prototype |
Authors | Willy Games, Ghost Of Reddus1, Mystic, LGUAPOJR, StevenCodes, Bjornoid, Johncarlos Lillo |
Genre | Shooter |
Tags | Arcade, Atmospheric, FPS, Horror, Multiplayer, rogue, Sci-fi, Unreal Engine, Zombies |
Languages | English |
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Learning how to set up networking is difficult but after you understand it, you understand it fluently.
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