4ddcc3 No.23485
I really want to make a small scale multiplayer dogeball game and possibly collaborate with any anons here that are interested.
Unreal Engine 4. Just for fun. Think 2fort or instagib but with dodgeballs. Again, very small scale simple multiplayer.
I'll be working on the basic blueprints and gameplay. Anyone feel free to help, I could use a sound designer, 3d artists and some testers down the line for multiplayer balancing
Will post progress ITT
5dc05a No.23492
2c3ac9 No.23512
Come back when you have something playable, or go here >>23492
65a190 No.23535
432d71 No.23565
Humble beginnings.. now to add multiplayer
ea92c6 No.23570
>>23565
You should add ball collission and some sort of alt fire to make the balls spin. Make shit ricochet and give it a high skill ceiling.
350436 No.23594
>>23565
that actually looks pretty fun
>>23570
this
029290 No.23597
Not to say you shouldn't make the project, but it seems a bit similar to http://store.steampowered.com/app/270450/
As long as you do your best to differentiate it from that (besides just thematically) you should be good to go though. Looking forward to whatever you'll make.
2aa469 No.23650
>>23565
Should've worried about multiplayer first.
029290 No.23655
>>23650
Multiplayer in UE4 is piss easy though.
e50186 No.23767
Multiplayer kinda works. I now just need to figure out what this whole replication thing is all about and how to spawn client side physics objects to replicate in blueprints.
Oh well, time to work on some art assets!
5ecc9d No.23772
Dodgeball designs. Nothing too fancy, I just needed something more than a simple sphere visually.
628046 No.23773
>>23772
Right one would work better in gameplay, but I'm not a fan of the swirl. The left one looks more like a futuristic sports ball. I'd work more on that design, maybe invert the metal and light parts. You should also try making the metal colors cooler or warmer for the respective team.
202eed No.23794
>>23772
So more colored surface area? I'll keep that in mind when designing more balls. And I will try and come up with something better than the swirl..
For now, here is a finished scupture of the first ball. Now for the painful part of retopo and texture baking.
628046 No.23821
>>23794
Yeah. I do like this design a lot, if you have some sort of colored effect around it then it shouldn't be a problem identifying it in hectic gameplay.
I don't really associate swirls with sport so I didn't think the design fit. This one looks more like a basketball or something.
31e38e No.23825
Got it in-game.
>>23821
Yeah I want to add some kind of glow effect at a distance and trail particles to make it stand out more.
21733d No.23850
Particles. Is the effect too strong?
7a9970 No.23857
>>23850
Looking good, but yeah, tone down the particle effects just a tad
8d13ed No.23873
Add different types of dodgeball launchers for variety, that would be fun
ec54d6 No.23884
>>23850
Yeah the particle effects needs to be toned down a little bit, not so bright. It would be hectic with so many balls around and needs to contrast with the environment. I have no idea what the environments would be.
Try to give a small 'splat' effect when balls hit a wall, like how portal gun makes on a non-moon rock surface. Nothing too fancy.
What else are you planning on? The level design would be EVERYTHING, followed by movement of players. I suggest you continue this project. It has some potential.
21733d No.23892
-new crosshair
-red version
-reduced particle count
>>23873
I want to keep it simple, like instagib simple but we'll see how it goes.
>>23884
>>23857
It's not in this webm but I toned down the glow effect to about 50%. As for level design, I want to focus on rebounding angled geometry for the balls, and generally good map flow. But what are the biggest hurdles in map design? I've never really done it before.
7a9970 No.23937
Aw shit this is looking good.
ae9c91 No.23946
>>23937
Thanks, it still has a long way to go.
Moar particles and 'Duel' map rough layout.
ce406e No.23947
>>23946
Get bunny hopping in and I'll rub your feet.
4764b2 No.23969
Added some sliding. It still needs work.
>>23947
That's the plan
a82aa9 No.23972
>>23969
Goddam this game is cool as balls. Keep up the good work anon!
4892eb No.23975
>>23969
You could also make it like Armegatron and have player trails that you can grind against for speed boosts.
Tron + Dogeball = Fuck yes.
94ea46 No.24045
>>23969
This looks awesome, great job OP.
a10843 No.24049
>>23485
Wanna-be artfag here, I'd love to contribute my shitty art.
678b6c No.24062
>>23485
I'm getting my PC back from fixing this week, I'd like to contribute somehow, I mainly focus on 3D art
678b6c No.24179
06f5ae No.24262
>>24179
Yeah but I'm kinda over this project sorry. I realized trying to make a multiplayer game by yourself is a mistake.
a82aa9 No.24268
>>24262
Well if you are done with the game at least upload the project and assets to mega so someone can pick up on the project.
c8932b No.24271
>>24262
>>trying to make a multiplayer game by yourself is a mistake.
I disagree. Plenty of multiplayer games have been made by one person in the past (see games such as Soldat which started out as one person up until it got really popular and needed to scale for many players, and also needed anti-hack, all that jazz).
Getting an initial prototype up with multiplayer working isn't something that you should let yourself get scared by. You can make it handle a small amount of players at first, and maybe just focus on LAN play only. Pick only the smallest fraction of what is needed for multiplayer mechanics to work at their core.
It's focusing on the larger scope of multiplayer that's a challenge that would need multiple people. The sort of thing where you need multiple people who can sit down and focus purely on the server-side part of the networking, vs the client-side.
You can do it OP! Don't give up! It was looking amazing, and trust me when I say that what you're trying to do is definitely doable by one person as a prototype.
8fa3fb No.24272
>>24262
what is hard about it?
a10843 No.24288
>>24262
Don't give up, OP. Set this project on the back burner maybe, but don't outright abandon it! :)
4292a9 No.24291
>>23485
I think it'd be cool if you kept the fundamental of dodgeball where you have to stay on your side. I feel that'd make it more than just a physics based arena shooter.
36d74b No.24314
>>23969
This looks awesome. Playable when?
7a9970 No.24321
>>24262
For the love of god OP do not give up!
If you do post the project like >>24268 said
ebad2a No.24365
Looks like that gun from unreal tournament
e71cfa No.24441
>>24262
>implying multiplayer games made by one person don't exist
3ddf4b No.24472
>>24441
I actually wouldn't mind seeing examples of a 1MA multiplayer games that aren't dead
c8932b No.24480
>>24472
>>that aren't dead
define "dead"
8b28d2 No.24489
ever played doom dodgeball OP?
might help give some ideas or something
https://www.youtube.com/watch?v=LT9ukKyVAkk
8b28d2 No.24490
>>23772
>>23773
I would make sure that the ball is easy to comprehend visually while in motion, by which I mean if the idea for putting spin on the throw is implemented (which I hope it is) then it will be important to consider how well it is perceived to be bouncing.
df8e88 No.24584
8fa3fb No.24598
8d874d No.24608
>>24291
>it'd be cool if you kept the fundamental of dodgeball where you have to stay on your side
How about having a limited allowance of points for doing that? You lose a fixed amount the instant you cross the line, and after that for every second in the opposing team's zone.
Menu options for how big the allowance is and how much it refills based on various things (time passing in general, time when opposing team is in your zone, time when opposing team has a higher score), each with a slider that can also be set to zero.
f010bc No.24679
>>23565
you dont really need to add any more art wise, just make a good plastic material and use bsp's
d1273e No.24756
>>24584
That's what I thought this was. I'm glad this is different; I was about to refund this if it had turned out the dev was a memespouting faggot.