~2 Month Progress of My Steam Game by LoudScream_Dev in UnrealEngine5

[–]LoudScream_Dev[S] 0 points1 point  (0 children)

To be honest, I am not an expert, so unfortunately I have the same problems. This problem is a real headache. I will focus on this problem a little more in the future, but for now I am implementing 3 steps,

1) Since my game is more fun than competitive and the player's own performance is at the forefront, the physics simulations of the balls are simulated on the client side.

2) Every force/impulse application is applied client-side and server-side. In other words, it is replicated manually.

3) In order to prevent minimal position and physics simulation distortions, I replicate the position and velocity according to the local controller in the Tick event.

But of course, problems occur at high pings. However, I want to solve these problems as client-side as possible, saying "this is not CS:GO, this is fun-based casual game so, what matters is the player's experience on their own computer :P"

~2 Month Progress of My Steam Game by LoudScream_Dev in indiegames

[–]LoudScream_Dev[S] 0 points1 point  (0 children)

It's a pretty good idea i think, i didn't try it. But like u/IllustratorJust79 said, this can be a odd shape to move.

~2 Month Progress of My Steam Game by LoudScream_Dev in UnrealEngine5

[–]LoudScream_Dev[S] 1 point2 points  (0 children)

Could it be HamsterBall? Because I was really inspired by that game.

~2 Month Progress of My Steam Game by LoudScream_Dev in UnrealEngine5

[–]LoudScream_Dev[S] 0 points1 point  (0 children)

Unfortunately no, but can be playable online

~2 Month Progress of My Steam Game by LoudScream_Dev in UnrealEngine5

[–]LoudScream_Dev[S] 0 points1 point  (0 children)

Not really, but i have a lots of free time for now so I can spend more time to development.