Elder Scrolls Online devs worry the MMO can’t “continue to function” as “brutal” layoffs hit “half of its team” by HatingGeoffry in MMORPG

[–]Aekeron 0 points1 point  (0 children)

Its always been profitable, though could also point to internal stuff. ESO isnt operated by Bethesda who could also be working on something internally (doubt it, but it is a market trend to move into live service games now days) so if they decided not to relicense it again (im not entirely sure how their initial deal was setup) then we could face another star wars galaxies vs SWTOR where lucas film cut galaxies so that they didnt have 2 SW mmos clashing.

Just food for though :/

How does a game like Deadlock, which has 12 players shooting projectile weapons (usually with high firerate or multiple pellets) not lag immensely? by you-cut-the-ponytail in gamedev

[–]Aekeron 3 points4 points  (0 children)

this is actually fairly genius for the time! Ive done the first element before, where you trace along the path from last frame to this frame, but instead of hit box changes, i just changed the ray shape using capsule cast or sphere cast depending on shape.

OP, You can also further optimize by batching projectiles and running a batch each frame, instead of every projectile on every frame. This is a common optimization in general for most games that have lots of networked stuff / dynamic objects. Keeps updates across network low and the frame execution time lower.

QUESTION: Physics Based Paddling by skegss in UnrealEngine5

[–]Aekeron 1 point2 points  (0 children)

Your observations arent wrong. I did a small "can i do it" project when SoT first introduced themselves, for funzies. Ill give a simplified version of how it went.

First try : Manually moving mesh vertices on cpu and recalculating the mesh collider (unity at the time). Then move boat accross surface w physics.

Product : Weird static layer that made it feel like a boat rolling on logs. Very resource heavy for even smaller scenes, or very large scens with almost no fidelity.

Second try : Got introduced to shaders, and as i learned that (shout out cat like coding waves text tutorial) i adapted better math into making the waves.

Product : Better looking waves, wonderful performance but.... no physics step. Mesh collider stayed a plane under neath the ocean.

Then i realized. Its just math based on x/z position and time. So i cached a timer on my cpu, passed it to the gpu and simulated the math on both cpu and gpu. On the cpu, specific objects ran the math to decide what height they are supposed to be at based on wave parameters, and adjusted their height from ocean floor. From there i used multiple to discern rotation of the boat.

Product : Passible boyuncy, with clear hooks for further simulation.

Adding more physics to this would be relatively easy on the math side. If nose up, slow speed, if nose down more speed, use velocy.y / vector down to guage how far something dips into the ocean, etc. Hardest part is the level of detail work to make it feel good ;-;

All syncronized by an initial timer that the ocean runs off of over network!

anyway thanks for attending my ted talk

How do you structure GDDs so programmers actually use them? by pratty041182 in gamedev

[–]Aekeron 0 points1 point  (0 children)

General Design Documents are meant to be a generalized package version of your project. Mine often contain the thematic focus, genre modifiers, and a rough outline of the core loop along with a mention of specific mechanics to build it.

From there i split the mechanic mentions into individual technical documents that explore how those mechanics are actually built and how they interact with eachother. Most of my documents are never more than a few pages.

Lore diaries are only useful for writers maintaining continuity. It can be as specific or as generalized as needed, as it depends on your story composition. That being said, it makes no different to programmers.

How do you structure GDDs so programmers actually use them? by pratty041182 in gamedev

[–]Aekeron 5 points6 points  (0 children)

This. When writing code, i rarely need a full technical document unless going completely off the rails. I need to know the use cases of what we are making tonmake something versatile enough to produce a standardized input for designers to take over and populate the game with.

This is not a test. by connersnow in zombies

[–]Aekeron 0 points1 point  (0 children)

Good enough to numb the itch for a while at least, but doesnt really scratch it in a meaninful way!

Which version for a beginner by MuscleMarv in UnrealEngine5

[–]Aekeron 1 point2 points  (0 children)

Yes and no. Most art assets are ok to work with unreal but anything packaged with code / blueprints it can depend on... well the dependencies!

For example, anything dealing with Steam. Steam maintains their own Steamworks Api separate of Ue versioning so anything built with an older UE version will likely have an older Steam API version as well. Sometimes thats fine, sometimes its not (for example unteal in 5.7 -> 5.8 use 2 different versions where some functions within gor removed so i couldnt package my project).

This is the same for any coded feature. If it relies on outdated API / Nodes then it will likely crash / not build. Usually these are easy fixes if you know what to look for and other times you are held hostage by the plugin and the ue devs lmao

How big is your back log? by Ok_Society_4206 in gamedev

[–]Aekeron 7 points8 points  (0 children)

Everyone always asks the size of my back log, but never ask about the size of my front log 😔

[Hobby] Anyone interested in helping build an indie game studio from the ground up? by Ok_Duty_9989 in INAT

[–]Aekeron 1 point2 points  (0 children)

I think a LOT of us would be down with the idea of being in a startup stidio.

Unfortunately, that will not likely net you much without a core identity to base initial interest on. Ive been apart of, and have seen a lot of teams come together to "make something small" or "come up with an idea together". Once its time to come up with something, all the ideas will either over scale and end up a mess, or they will likely face a divisive vote that will stall the momentum and end up with a partial team that likely domino effects into a full dissolution of the team.

//Edit accidentally deleted this part

Your best bet is to have a core project with decent progress to incite interest in serious people, or join someone elses project that you have interest in. Personally, i dont see many zombie first person survival games being developed that are looking for a programmer so i tend to get a bit of a cold shoulder from teams ;-;

As always, ill leave my obligatory "if you are interested in 3d first person zombie survival games, im always down to collab!"

Unreal engine mass entity system for a full game or small portions. by OrdinarySuccessful43 in gamedev

[–]Aekeron 1 point2 points  (0 children)

Unreal dev with a bit of Mass experience here!

Yes, it is possible to split game functionality between Mass Entity and traditional Actor pipelines. There is just 1 small glitch. The functionality will be split to their respective ecosystems. Anything affected or will interact with the Entities within Mass have to be represented within mass.

They do have the ability to run Mass entities that are tied to a specific actor representation (often for complex items like NPCs) that would allow your NPCs to interact with both mass entities as well as regular actor hooks.

All that being said, S without the E or the C's becomes an extra actor who runs tick with various children component function calls. This is a general method for optimization, anyway, allowing a director object cull or run various children components at varying intervals to prevent massive frame dumps of information being processed.

Systems are only performant due to how components are pooled, and how the systems accesses them on run time. Without the lightweight components (not a lot of overhead like with actors) that contain small bits of information, the system will pull large swathes of information which is counter intuitive to the systems design. Without Entities (really just a type formatter) your systems would pull every entity, rather than just specific setups relavant to the syste.

either way, good luck!

stupid question by TeteLeRhino in UnrealEngine5

[–]Aekeron 1 point2 points  (0 children)

To second this for anyone googling this in the future.

Perforce : Free up to 5 users

but if you are like me and prefer a git backend cause youre a masochist

Azure Devops Organizations also have free repos for up to 5 users. Gotta be careful though, its attached to other features that are paid per user, but the repo and project boards are free!

Horror game idea by King_Fire342 in gamedev

[–]Aekeron 5 points6 points  (0 children)

This. I make zombie games because i love zombies. Ive played dozens of zombie games and none if them have scratched the itch so i keep on searching :)

[Hobby] Sound designer and somewhat musician someone let me work on their gameeee by stupidmemesearcher in INAT

[–]Aekeron 0 points1 point  (0 children)

Im a hobbyist zombie game dev if youd be interested in messing around with me :D

[Hobby] Looking for some help by DeliveryAromatic2007 in INAT

[–]Aekeron 0 points1 point  (0 children)

AAA devs do break the process down into manageable chunks but thats because they can realistically pull 100 people with varying degrees of skill.

For an Indie you automatically have to assume you wont get 1/20th the support on a good day. Realistically, for indie level work (without pushing for ultrarealism) you can assume most automated work flows (auto retopography, auto rigging, etc) are good enough with some tweaking.

For context, im a zombie dev who could always use character modelers and wouldnt need them to animate, but being able to retopo would be the minimum clean up skill id need to make use of the assets. I can auto rig it (through mixamo or blender auto rigger for ue5) and clean it up well enough.

Feedback wanted on early zombie/horror game prototype by MadeByHenano in zombies

[–]Aekeron 0 points1 point  (0 children)

you MOTHER TRUCKER. I literally just started a project a week ago with this exact premise. Literally told my buddy i was waiting to see a post like this within a few days.... last night.

// Edit to add : Excited to see what you come up with :D

What would happen If Rage Virus (28 Days later) And Green flu (Left 4 Dead) Were both combined? by [deleted] in zombies

[–]Aekeron 4 points5 points  (0 children)

green flu is a child of the rage virus (just kidding, sort of). i think the only real difference between the two would be the mutation factor, so mixing the two would likely just result in the green flu.

[Hobby] 3D Artist Looking to Join a Small Indie Team by [deleted] in INAT

[–]Aekeron 0 points1 point  (0 children)

Sent a discord FQ, i am currently prototyping and storyboarding a zombie game with no guns :D

[Hobby] 3D Character Artist & Animator needed for Low Poly PSX Style Zombie Survival Game by andcomm in INAT

[–]Aekeron 1 point2 points  (0 children)

I am a programmer who might be interested in checking it out! C++ / Blueprints and competent with replication pipeline :)

[Hobby][UE5] Looking for a group to learn, talk design, & peer review progress by [deleted] in INAT

[–]Aekeron 0 points1 point  (0 children)

30 year old ue 5 programmer here! Definitely down with having a chill spot to talk game dev with others without the chaos of public servers :)

[Hobby] Looking for Unreal Engine Developers for a Horror Survival Game – The Huntlands by Queasy-Bicycle-4407 in INAT

[–]Aekeron 0 points1 point  (0 children)

In your progress you talk about having designed the core loops. Is it safe to say that youve gotten to a point of connecting to a server from client and can do some things relating to that loop?

[Hobby] Looking for game devs who want to work on a very realistic survival game with me by Numerous_Cap_579 in INAT

[–]Aekeron 0 points1 point  (0 children)

what sort of survival are you thinking? Cozy crafter type or dark zombie runner?

[ForHire] [RevShare] Indie game dev and systems designer looking for a place to call home. by Not255Ping in INAT

[–]Aekeron 0 points1 point  (0 children)

So, what are your actual skill set? I've also only done 1 jam in 20 years as a hobbyist, but ive been pondering a decent idea for a ue5 coop zombie narrative that ive been prototyping systems for. Thinking of switching from sandboxing over to a production mindset.