While developing a PVP multiplayer game, I gained a deep understanding in networking and relevancy systems. All the blueprints are designed for multiplayer.

All communication between blueprints was handled with interfaces or sometimes dispatchers, so decoupled blueprints with no hard references.

Here are some highlights:
Motion Tracker EQUıpment
Built for my current project, WIP
Procedural Labyrinth Generator

Built for Labrys

Weeping Angel Inspıred Enemy
Built for my current project, WIP
Scanner
Built for my current project, WIP
Item Store
Built for my current project, WIP
Inspired by a vending machine, players enter codes on the display on a keypad and scan their card to purchase items. 

Only the server owner has the ability to print cards as a small anti-griefing measure as you can create public sessions and have strangers join.


Perk System

Built for Labrys

Key design focus was to increase player retention and also as a reward for player level up. You level up with XP which is gained by playing matches.

Total of 16 perks, players can equip 2 at the same time.

Here are some examples of the more interesting perks;
-Play dead
-You can see better in the dark
-Gain temporary extra movement speed when the Minotaur is chasing you
-Start healing after standing still for 10 seconds...
Besides the highlighted ones, here are some more notable systems I built using blueprints;
• Inventory
• Equipment
• Positional VOIP 
• Text chat
• Save with backups
• Steam and EOS subsystem support (with plugin)
• Leaderboard
• Stealth
• Character customization 
• Chalk (players can draw on anything)
• Ability 
• Idle kick
• Melee combo
• Various puzzles
• Lobby
• Planet dependent gravity
• Weight
• Stamina
• Fall damage

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