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.
​Summary of additional contributions
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Match Progression, with an interface for actors that need resetting between rounds.
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Planting & Defusing bomb, including handling it's effect on match progression.
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Mini-map replication, and determining team line-of-sight to enemies.
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Ammo & Inventory UI
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Map selection & host settings, with parameters passed to and interpreted by Game Mode.
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Spawning players who join match, and updating models' textures locally based on team allegiance.
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.