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Vanagandar Logo

Key Responsibilities:

Duration: 3 months (part-time)

Online session management. Replication.

Authoritative match progression and round resets.

Team: 2 programmers, 4 designers, 2 artists

Engine: 

UnrealEngine Logo

Links

GitHub Logo
Itch.io Logo

Vanagandar is a competitive team-based online FPS game, with a techno viking theme.

This project is a graduation project for a group of Game Design and Game Art students at FutureGames, but not my graduation project. The main team of designers and artists worked full time on this project, I instead helped out part-time as the team asked me to help them manage the online aspects of the game.

Online Multiplayer

I implemented the use of Epic Online Services (EOS) to allow users to log in to the game with their Epic accounts, and to host and join sessions online. I also helped the team set up their Epic Developer Authentication tool and made sure the game supported it to make their work easier.

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​Summary of additional contributions

  • ​Networked Fire-and-Forget sounds

  • Match Progression, with an interface for actors that need resetting between rounds.

  • Planting & Defusing bomb, including handling it's effect on match progression.

  • Mini-map replication, and determining team line-of-sight to enemies. 

  • Ammo & Inventory UI

  • Map selection & host settings, with parameters passed to and interpreted by Game Mode.

  • Spawning players who join match, and updating models' textures locally based on team allegiance.

 

Screenshot 2023-12-27 085328.png
Main Menu
Map Selection Screen

Since Fire-and-Forget sounds in Unreal Engine 5 are not replicated, I made a Blueprint Node for the team to use in their place. See the blueprint viewer for example usage.

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The node lets you choose different settings for the instigator (self), their allies and their enemies. It also returns a unique ID which can be used to notify the server of early cancellation. The server keeps tracks of each player's ID's separately to make sure no duplicates are created. 

 

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