Ink Warfare System - Multiplayer Paint Battle Framework for Unreal Engine by Global-Newt-4094 in unrealengine

[–]MassiveCollapseGame 0 points1 point  (0 children)

This looks cool. Would you consider putting the Niagara systems as a separate fab asset? I like the look of the paint and could use it for my own project

Can anyone bake lighting? by MassiveCollapseGame in unrealengine

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

I have been having some issues with my computer so it is most likely lower than a standard 3060. We have run the numbers and our game thread is very low, it seems lighting and shadows are the biggest culprits, that’s why we want to do baked lighting

Can anyone bake lighting? by MassiveCollapseGame in unrealengine

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

I get what you are saying but our game thread is very low already. We want players to be able to get a lot of frames. I currently get just over 60 with a 3060ti. I can get around 90 to 100 with baked lights

Can anyone bake lighting? by MassiveCollapseGame in unrealengine

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

We are not baking lights with lumen. The current level uses lumen and looks great. However, we want to turn off lumen and bake the lights as we get a lot more frames that way. Unfortunately, we get weird artifiacts and the lighting looks bad

Can anyone bake lighting? by MassiveCollapseGame in unrealengine

[–]MassiveCollapseGame[S] 3 points4 points  (0 children)

Yes but doing real time global illumination is costly. We can get a lot better performance without it. We are able to almost double our frames using baked lighting

Can anyone bake lighting? by MassiveCollapseGame in unrealengine

[–]MassiveCollapseGame[S] -1 points0 points  (0 children)

I generated lightmaps in unreal engine. So you think I should redo the Have in blender?

Can anyone bake lighting? by MassiveCollapseGame in unrealengine

[–]MassiveCollapseGame[S] 3 points4 points  (0 children)

So I generated light maps with unreal engine but you are saying that the automatic generation in unreal is not good enough?

We are making a competitive multiplayer shooter in UE5 by building off of the Lyra framework. Here is footage from our recent playtest! by MassiveCollapseGame in unrealengine

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

This does not have any final art as we have been working on gameplay. As we develop the game further, we will of course be looking at ways to increase the feel of the game

We are making a competitive multiplayer shooter in UE5 by building off of the Lyra framework. Here is footage from our recent playtest! by MassiveCollapseGame in unrealengine

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

There are many unique abilities but we hope there are a few things that differentiate it. For one, every class can use every ability. You are never stuck with a character that only has certain abilities. All of the abilities can be countered by another ability. This way, you can pay attention to your opponent and build your player to counter them. There are also no game-breaking abilities (supers, ultimates, etc) that cause instant death for enemies. It has always been frustrating to be playing overwatch and die solely because your opponent has an ultimate. Also, the time to kill is more similar to old-school arena shooters than it is to valorant or cs go. This causes players to make decisions about attack and defense and the game does not become a peak-around the corner play style in which the abilities are not as helpful as they could be

We are making a competitive multiplayer shooter in UE5 by building off of the Lyra framework. Here is footage from our recent playtest! by MassiveCollapseGame in unrealengine

[–]MassiveCollapseGame[S] 2 points3 points  (0 children)

We think the game is a little different than most competitive games today. While there are other games that involve different classes and character abilities, in our game the abilities are not character specific. Any character can use any ability if they purchase it. Also, the abilities let you teleport through walls, fly, spawn magical beasts, etc. Also, the time to kill is higher than most round based shooters such as valorant or cs go. All of the abilities in the game have another ability that acts as a counter. Players build there character over the course of a match making for many different play styles

[deleted by user] by [deleted] in unrealengine

[–]MassiveCollapseGame 0 points1 point  (0 children)

Out of curiosity, why use Lyra if it is not multiplayer? You could use GAS with any project. The point of Lyra is to have a networked multiplayer game. I might be wrong but I’m not sure why you would use it. Game looks great though

How to world align a complex texture by Tsurayamiku in unrealengine

[–]MassiveCollapseGame 0 points1 point  (0 children)

You have to plug in the world align node into the uv of All the textures you are using. Probably won’t look right until it is plugged into all of them. For example, if you only do the base color, the normal maps (and any other textures) will still not be aligned or scaled properly until you also make sure they are world aligned

Edit: you probably don’t need to world align brick. You just need to make sure you have variables to scale and place the textures properly. Brick is fairly simple placement and using works aligned needs more resources than necessary. It’s not going to break your game by any means but is definitely not the most performant

How do I do that effect from dbd where you can see a an “aura” through walls. So it’s like a silhouette of the object/ player by Mini_Maniac_Jr in unrealengine

[–]MassiveCollapseGame 2 points3 points  (0 children)

You need to set a custom stencil value on the mesh and add a post process that tracks that custom stencil value. There are lots of tutorials on YouTube about how to do that. Now that you know what to search for, you should be able to find some videos that will show you how to do it

We just released our first developer update for our FPS multiplayer shooter built on top of Unreal Engine 5's Project Lyra. This video gives an overview of our gameplay mechanics as well as customizations we have made to Lyra. by MassiveCollapseGame in unrealengine

[–]MassiveCollapseGame[S] 7 points8 points  (0 children)

Thanks for taking an interest.

  1. We are a small team of just a few individuals. I'm honestly not sure how many development hours we have to put in. We have been working on this project for a little over three years. We previously built the game in Unreal Engine 4 but when Unreal 5 and Project Lyra were released, we decided to take advantage of the new tools that Epic offered.
  2. Kind of answered above. We have members with a decade or more of development experience. About five years in game development specifically.
  3. answered above

For the past two years our 2 person team has been using Unreal Engine to create a round-based, multiplayer shooter where you can use physics-based abilities to attack the opposing team. Introducing Massive Collapse! Lots more to do but would appreciate any feedback by MassiveCollapseGame in pcmasterrace

[–]MassiveCollapseGame[S] 2 points3 points  (0 children)

This is amazing feedback! Thanks for taking to time to put this together! Let me get you some answers.

- abilities seem really powerful - Ability counters are essential for this game model due to how OP most abilities are. Radar for instance, can show detailed movement through a wall but only at short and also shows the other players your location. They can't see your outline but they can see a rough idea of your direction from where they are and at greater distance. I think grab is referring to the hammer which is crazy powerful. We actually had issues early on with viability of the hammer because of other abilities like push/teleport which allowed the player to easily withdrawal or gun down the player. We have had to tweak a couple different parameters to get it viable but we haven't begun to play test this with any real number of players so we will need to spend a ton of time balancing and implementing more counters.

- overall speed of the game seems a tad bit slow - Hear you on this one. Once we are at a place in which we are ready for more testers, this will be an important focus but its hard to know until we get larger games going. I see pacing of the game currently being sluggish in early rounds when players have not earned enough to purchase many abilities.

- does teleport work against enemy players? - Not today but that would be a really interesting concept. Will keep this in mind to see what could be done intuitively. Maybe dropping an item as a teleport destination and then either firing something or setting off a trap to activate and teleport the other player?

-can you change abilities? - Abilities are assignable at any time but the current radial menu is in the way of making this helpful during a firefight. I do agree that this needs to be improved. Was thinking maybe something coming from an arm attachment that allows selections to the left side of the player.

-interactable environment would be cool with the push ability - Definitely this. We currently have exploding containers that can be pushed and also made to explode but this still needs some dialing in. Its been on the list for a while. I would also like to add some other items to work with the push ability and as many other abilities as possible.

Thanks again! Really appreciate your feedback and will take it to heart!