The Battle Royal iniciative
- Lovatto
- Admin
- Posts: 1834
- Joined: Sun Dec 07, 2014 3:18 pm
- Contact:
WIP
I need finish some basic features before an Alpha release
At the moment this has been done:
- Game Mode integration.
- Matchmaking management.
- Player without weapons support.
- Player Third Person View (addon)
- Battle Royal Plane Logic.
- Player Dropping and Gliding Support.
- Loot system based in scriptable object for easy management.
- Loot based probability/rarity.
- Loot boxes/Chests.
- Battle Royal Circle/ Safe Zone.
- Rewrite the weapon pick up logic to support the game mode.
I need finish some basic features before an Alpha release
At the moment this has been done:
- Game Mode integration.
- Matchmaking management.
- Player without weapons support.
- Player Third Person View (addon)
- Battle Royal Plane Logic.
- Player Dropping and Gliding Support.
- Loot system based in scriptable object for easy management.
- Loot based probability/rarity.
- Loot boxes/Chests.
- Battle Royal Circle/ Safe Zone.
- Rewrite the weapon pick up logic to support the game mode.
- ThePrimePillow
- Contributor
- Posts: 65
- Joined: Thu Feb 22, 2018 10:10 pm
This looks excellent, will be buying!!
- Lovatto
- Admin
- Posts: 1834
- Joined: Sun Dec 07, 2014 3:18 pm
- Contact:
Development update.
I know that there're some people that waiting for this impatiently, I said that I was trying to release an alpha package early this month, unfortunately, I couldn't work on this as I planned, these few last weeks I've been mostly absent, even with the support, I couldn't work on the Battle Royal mode as I want to, that means that I wouldn't be able to release the alpha package yet.
This time I will not give another estimated date because I am still not clear how I will be available to work the next few weeks, meanwhile, I'll show the development progress:
Since the last post these features have been added:
-Floor loot system.
-Improve shrink circle management.
-Integrate the MiniMap addon to show the circle rings.
-Custom shader for the shrink circle.
-4x4km custom map, 8 times bigger than the default MFPS map (WIP)
-Network occlusion system.
This last one is which most troubles have caused to me, as you may know, Photon is not designed to handle a large number of players in the same room,
they say that Photon is recommended is 10 - 12 players per room, that, of course, is way too little for a Battle Royal game, so some sort network "magic" has to be done to increase the number of player per room and keep a stable server tick rate, so I have work in this Network Occlusion system, which based on the benchmarks could make Photon work with up to 40 - 50 players in the same room, that is quite an improvement.
But the problem is that I can only work with the client-side code since with PUN you can't modify the server-side code, which makes the implementation of this system much harder, the goal of the system is synchronized only what is needed by the local player based on his position, e.g: don't update the remote players position, rotation, look direction, gun state, etc... each frame if they are far away from the local player or more specific cases like sync loot boxes on demand, cull the network bullets that not interact with the local player, etc... all this has been implemented already but as it was expected there some bugs that have to be fixed and some improvements that have to be made.
I'll try to work on this Battle Royal mode as much as I can in the coming weeks to release an alpha package and keep improving with your feedback,
but I won't put an ETA or deadline for the release date.
Regards.
I know that there're some people that waiting for this impatiently, I said that I was trying to release an alpha package early this month, unfortunately, I couldn't work on this as I planned, these few last weeks I've been mostly absent, even with the support, I couldn't work on the Battle Royal mode as I want to, that means that I wouldn't be able to release the alpha package yet.
This time I will not give another estimated date because I am still not clear how I will be available to work the next few weeks, meanwhile, I'll show the development progress:
Since the last post these features have been added:
-Floor loot system.
-Improve shrink circle management.
-Integrate the MiniMap addon to show the circle rings.
-Custom shader for the shrink circle.
-4x4km custom map, 8 times bigger than the default MFPS map (WIP)
-Network occlusion system.
This last one is which most troubles have caused to me, as you may know, Photon is not designed to handle a large number of players in the same room,
they say that Photon is recommended is 10 - 12 players per room, that, of course, is way too little for a Battle Royal game, so some sort network "magic" has to be done to increase the number of player per room and keep a stable server tick rate, so I have work in this Network Occlusion system, which based on the benchmarks could make Photon work with up to 40 - 50 players in the same room, that is quite an improvement.
But the problem is that I can only work with the client-side code since with PUN you can't modify the server-side code, which makes the implementation of this system much harder, the goal of the system is synchronized only what is needed by the local player based on his position, e.g: don't update the remote players position, rotation, look direction, gun state, etc... each frame if they are far away from the local player or more specific cases like sync loot boxes on demand, cull the network bullets that not interact with the local player, etc... all this has been implemented already but as it was expected there some bugs that have to be fixed and some improvements that have to be made.
I'll try to work on this Battle Royal mode as much as I can in the coming weeks to release an alpha package and keep improving with your feedback,
but I won't put an ETA or deadline for the release date.
Regards.
- ThePrimePillow
- Contributor
- Posts: 65
- Joined: Thu Feb 22, 2018 10:10 pm
Looks great!! Keep up the good work!!