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Multiplayer FPS Tutorial Demo

 
Big Update now Live!Sep 23, 2017 - Community AnnouncementsHey everyone!! New update is now live! Change log: - New Map (not too pretty, but ... it's something :P ) - Steam Matchmaking - Auto-Portforward (UPnP) - New weapons - New weapon sounds This is still far away from being called a "game" but I have very little time to work on this more than I already do, sorry. Hope you can have some fun with your friends ;) P.S: UPnP should work with around 90% of todays routers. If your router doesn't support UPnP, then please check portforward.com website for instructions on how to open ports. Ports for the game are TCP & UDP 7777.Big Update now Live!Sep 23, 2017 - Community AnnouncementsHey everyone!! New update is now live! Change log: - New Map (not too pretty, but ... it's something :P ) - Steam Matchmaking - Auto-Portforward (UPnP) - New weapons - New weapon sounds This is still far away from being called a "game" but I have very little time to work on this more than I already do, sorry. Hope you can have some fun with your friends ;) P.S: UPnP should work with around 90% of todays routers. If your router doesn't support UPnP, then please check portforward.com website for instructions on how to open ports. Ports for the game are TCP & UDP 7777.Devlog UpdateSep 21, 2017 - Community AnnouncementsHey, today I had some free time again and I added new weapon sounds for all new weapons, change the recoil a little bit and implemented the NAT punchthrough system that will auto-portforward routers so that everyone can play with everyone. Only thing left is the map which I have started but I still haven't finished. Thanks for the feedback and support ;)Devlog UpdateSep 21, 2017 - Community AnnouncementsHey, today I had some free time again and I added new weapon sounds for all new weapons, change the recoil a little bit and implemented the NAT punchthrough system that will auto-portforward routers so that everyone can play with everyone. Only thing left is the map which I have started but I still haven't finished. Thanks for the feedback and support ;)Devlog UpdateSep 18, 2017 - Community AnnouncementsHey everyone. Sorry for the huge stop of updates in the last days but I've got a lot going on at the moment and the free time is kind of short. Anyway, today I managed to put 1 hour into the development and finally added new weapons to the game: - MP5K - Glock - G3A3 - Short Barrel Shotgun - Long Barrel Shotgun - Mac-10 Steam matchmaking is also done and working 100%. Final thing will be to create a better map and that will be it for Season 2 Update. I wanted to make this a full game, but for now that is just not possible. I have a lot of work to do for college this year and my summer vacations got screwed up by some personal stuff. I won't abandon it, but I don't want you to have your hopes high on this becoming a full game. Thanks for understanding and for the support. The update should be released this week.Devlog UpdateSep 18, 2017 - Community AnnouncementsHey everyone. Sorry for the huge stop of updates in the last days but I've got a lot going on at the moment and the free time is kind of short. Anyway, today I managed to put 1 hour into the development and finally added new weapons to the game: - MP5K - Glock - G3A3 - Short Barrel Shotgun - Long Barrel Shotgun - Mac-10 Steam matchmaking is also done and working 100%. Final thing will be to create a better map and that will be it for Season 2 Update. I wanted to make this a full game, but for now that is just not possible. I have a lot of work to do for college this year and my summer vacations got screwed up by some personal stuff. I won't abandon it, but I don't want you to have your hopes high on this becoming a full game. Thanks for understanding and for the support. The update should be released this week.Next UpdateSep 8, 2017 - Community AnnouncementsThe next update is going nicely. I've got the weapons ready to be added, and I've added the outside player model as you can see in the screenshot below. Now I just have to improve the map and the round based game mode. Finally I'll look into Steam Matchmaking for lobby creation. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/29513272/5096a2f7b3bae870ec30706a40c4e91fb81b01ca.png Thank you for your support and feedback.Next UpdateSep 8, 2017 - Community AnnouncementsThe next update is going nicely. I've got the weapons ready to be added, and I've added the outside player model as you can see in the screenshot below. Now I just have to improve the map and the round based game mode. Finally I'll look into Steam Matchmaking for lobby creation. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/29513272/5096a2f7b3bae870ec30706a40c4e91fb81b01ca.png Thank you for your support and feedback.September 1st Update LiveAug 31, 2017 - Community AnnouncementsHi everyone. I didn't have much time today to work on the game so I fixed some bugs and pushed what's done. In this update round system is fully implemented. FPS Arms are implemented as well, but TPS full body isn't yet, that has to come later. Also, weapon and health buying / points collection is done too. So in the next update (which will be the biggest one) there will be: - TPS Model - Better map design - FPS and TPS animations - Map divided into buyable sections (like COD zombies) - More weapons (around 5 new weapons) - And maybe steam matchmaking Sorry for not delivering more, I had very little time due to personal reasons. Hopefully until college starts I can push this big update :) Thank you as always for the support and feedback!September 1st Update LiveAug 31, 2017 - Community AnnouncementsHi everyone. I didn't have much time today to work on the game so I fixed some bugs and pushed what's done. In this update round system is fully implemented. FPS Arms are implemented as well, but TPS full body isn't yet, that has to come later. Also, weapon and health buying / points collection is done too. So in the next update (which will be the biggest one) there will be: - TPS Model - Better map design - FPS and TPS animations - Map divided into buyable sections (like COD zombies) - More weapons (around 5 new weapons) - And maybe steam matchmaking Sorry for not delivering more, I had very little time due to personal reasons. Hopefully until college starts I can push this big update :) Thank you as always for the support and feedback!September 1st UpdateAug 30, 2017 - Community AnnouncementsHi everyone, I finally got some free time late yesterday and this morning and made some changes to the game. For this update some major changes will be a point system, that is now used to buy pickups (weapons and health). 3D Models for FPS and TPS views. I'll keep on working on this as I work on the tutorial series. After this update I'll work on Steam Lobbies (for matchmaking) and on better maps and more content. Thank you for the support. Here's a screenshot of the FPS arms: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/29513272/f86bd4bc56cd33056f97425dbc358ee03c90e070.pngSeptember 1st UpdateAug 30, 2017 - Community AnnouncementsHi everyone, I finally got some free time late yesterday and this morning and made some changes to the game. For this update some major changes will be a point system, that is now used to buy pickups (weapons and health). 3D Models for FPS and TPS views. I'll keep on working on this as I work on the tutorial series. After this update I'll work on Steam Lobbies (for matchmaking) and on better maps and more content. Thank you for the support. Here's a screenshot of the FPS arms: http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/29513272/f86bd4bc56cd33056f97425dbc358ee03c90e070.pngFuture of the Game and Release dateAug 25, 2017 - Community AnnouncementsHello everyone :) The game will have a future :) Steam P2P networking system failed, you can see my testing here: https://youtu.be/W_saZWNSlVA As you can see... Steam P2P is not made for real time (it never was, I just decided to try it out since it was free). Now what? Well I will continue to work on the game like previously was. I will build on top of what's made (the networking part is all made) but it uses Listen servers, a.k.a Player hosted servers. I will develop a NAT punchthrough application that will auto-portforward your router to allow networking to be made through your PC. This is not mandatory, but it's essential if you are planning to host a lobby/server/match. Also, you should be asking yourself why didn't I try this at first, well the thing is, some routers (about 10% I believe) don't support Port-forwarding, even if they do, some ISP's block this, and that NAT punchthrough application may not work at all on some routers, and that excludes some people from creating lobbies. That's why I was going to use Steam P2P which uses Steam relay servers to send messages and thus no need to portforward :) I'll keep on trying for the release date of the end of the month, and I think I can have the FPS and TPS models ready, animated and working weapon selling machines by that time. Thank you again for all your support.Future of the Game and Release dateAug 25, 2017 - Community AnnouncementsHello everyone :) The game will have a future :) Steam P2P networking system failed, you can see my testing here: https://youtu.be/W_saZWNSlVA As you can see... Steam P2P is not made for real time (it never was, I just decided to try it out since it was free). Now what? Well I will continue to work on the game like previously was. I will build on top of what's made (the networking part is all made) but it uses Listen servers, a.k.a Player hosted servers. I will develop a NAT punchthrough application that will auto-portforward your router to allow networking to be made through your PC. This is not mandatory, but it's essential if you are planning to host a lobby/server/match. Also, you should be asking yourself why didn't I try this at first, well the thing is, some routers (about 10% I believe) don't support Port-forwarding, even if they do, some ISP's block this, and that NAT punchthrough application may not work at all on some routers, and that excludes some people from creating lobbies. That's why I was going to use Steam P2P which uses Steam relay servers to send messages and thus no need to portforward :) I'll keep on trying for the release date of the end of the month, and I think I can have the FPS and TPS models ready, animated and working weapon selling machines by that time. Thank you again for all your support.Bad news about NetworkingAug 17, 2017 - Community AnnouncementsIt was with some discontent that today I checked the results after testing the Steam P2P networking approach. For those who don't know what this was, it's basically how the game would play out in terms of networking, all data (player movements, shootings, etc) would be exchanged through Steam servers, player to player (peer-to-peer). So, the news. At first I was head first, implemented the full FPS controllers, shooting and all that and tested how movement, shooting, look-around would be sent through the internet to connected players. It didn't go well. The movements were very jerky and delayed but I decided to scale it down. After that fail, I scaled down to a 2D test. A cube, with X,Y movement and have it send ONLY that information. It didn't go well either. I would move the cube in one pc, and the other pc didn't receive anything, but passing some time (around 20-30seconds) there was a bit of movement but, again, jerky and (super) delayed. I guess this was expected, as Steam doesn't want full games relying on their servers, but at least I had to try. So, this leaves two options which I will think over and over, do yet some more testing to see if I can go around some things. Option #1: Give up. It's hard, not only for me, that I have a 10 page document with lots of information about what would be this game, and the amount of assets I produced and gathered, but for the people that supported me, with feedback and kind words. Option #2: Go with Listen Servers. For those that don't know, Listen Servers is a way of saying Dedicated Servers that are player hosted. This is an approach used for example by CoD games (remmember Host Migration?) and it's actually a good approach, but with a down side : Port Forwarding. If you want others to join your server/game, you would need to Port Forward which is a thing that some people either don't know how to do, or can't because ISP's block that functionality in the routers. With this method, those people wouldn't be allowed to play the game with their friends or other people from around the world, and that's also hard for me to do. I've had that problem with AffordaGolf and it was not pleasant. These are the options, of course, giving up is easier, but I'm still not sold on that. I'll continue testing, and I'll research on NAT punchthrough. NAT Punchthrough can be the key to make this game playable for everyone. It makes auto-portfowarding as easy as pressing a button. I want to say again, I'm sorry to those who supported and believed in this project, I will keep you updated.Bad news about NetworkingAug 17, 2017 - Community AnnouncementsIt was with some discontent that today I checked the results after testing the Steam P2P networking approach. For those who don't know what this was, it's basically how the game would play out in terms of networking, all data (player movements, shootings, etc) would be exchanged through Steam servers, player to player (peer-to-peer). So, the news. At first I was head first, implemented the full FPS controllers, shooting and all that and tested how movement, shooting, look-around would be sent through the internet to connected players. It didn't go well. The movements were very jerky and delayed but I decided to scale it down. After that fail, I scaled down to a 2D test. A cube, with X,Y movement and have it send ONLY that information. It didn't go well either. I would move the cube in one pc, and the other pc didn't receive anything, but passing some time (around 20-30seconds) there was a bit of movement but, again, jerky and (super) delayed. I guess this was expected, as Steam doesn't want full games relying on their servers, but at least I had to try. So, this leaves two options which I will think over and over, do yet some more testing to see if I can go around some things. Option #1: Give up. It's hard, not only for me, that I have a 10 page document with lots of information about what would be this game, and the amount of assets I produced and gathered, but for the people that supported me, with feedback and kind words. Option #2: Go with Listen Servers. For those that don't know, Listen Servers is a way of saying Dedicated Servers that are player hosted. This is an approach used for example by CoD games (remmember Host Migration?) and it's actually a good approach, but with a down side : Port Forwarding. If you want others to join your server/game, you would need to Port Forward which is a thing that some people either don't know how to do, or can't because ISP's block that functionality in the routers. With this method, those people wouldn't be allowed to play the game with their friends or other people from around the world, and that's also hard for me to do. I've had that problem with AffordaGolf and it was not pleasant. These are the options, of course, giving up is easier, but I'm still not sold on that. I'll continue testing, and I'll research on NAT punchthrough. NAT Punchthrough can be the key to make this game playable for everyone. It makes auto-portfowarding as easy as pressing a button. I want to say again, I'm sorry to those who supported and believed in this project, I will keep you updated.Release Date Update and no good news...yetAug 16, 2017 - Community AnnouncementsHi everyone. Sorry for the clickbait announcement, but I haven't made progress in the Networking system. Don't worry, this doesn't mean it didn't work, I just had no time to do what I planned and so I still don't know how it will play out. Just wanted to tell you that I haven't forgotten and as soon as I can, I'll try again. It's 2 weeks until the end of the month, the original date I wanted to release, and I still want to make it happen so I'll work extra hard in these last weeks to bring you the best game I can possibly give. I plan to release the game with at least: - 2 working maps (1 is already made in 3D and the other is only sketched) - More than 10 guns - All classes working - Weapon customization (Soldier as a bonus) - Steam inventory + market And that's it, soon after the release, there will be more weapons, maps, customization items, and the map editor :) Sorry again for not having the good news and thanks for everyone's support and feedback.Release Date Update and no good news...yetAug 16, 2017 - Community AnnouncementsHi everyone. Sorry for the clickbait announcement, but I haven't made progress in the Networking system. Don't worry, this doesn't mean it didn't work, I just had no time to do what I planned and so I still don't know how it will play out. Just wanted to tell you that I haven't forgotten and as soon as I can, I'll try again. It's 2 weeks until the end of the month, the original date I wanted to release, and I still want to make it happen so I'll work extra hard in these last weeks to bring you the best game I can possibly give. I plan to release the game with at least: - 2 working maps (1 is already made in 3D and the other is only sketched) - More than 10 guns - All classes working - Weapon customization (Soldier as a bonus) - Steam inventory + market And that's it, soon after the release, there will be more weapons, maps, customization items, and the map editor :) Sorry again for not having the good news and thanks for everyone's support and feedback.Devlog Update - NetworkingAug 13, 2017 - Community AnnouncementsToday I don't bring good news. Valve enabled the creation of lobbies and I spent all afternoon finishing up the structure to send information between players. When tested this system didn't work very well, with some intense lag. But, I won't stop here, and will do more testing with different send rates and check the pings of the connections. I will keep you guys updated, tomorrow I hope I have good news! Thank you for your support and feedback!Devlog Update - NetworkingAug 13, 2017 - Community AnnouncementsToday I don't bring good news. Valve enabled the creation of lobbies and I spent all afternoon finishing up the structure to send information between players. When tested this system didn't work very well, with some intense lag. But, I won't stop here, and will do more testing with different send rates and check the pings of the connections. I will keep you guys updated, tomorrow I hope I have good news! Thank you for your support and feedback!