Dev Log: 5/5/2023 - Thwip Progress: Mehki Cannon, Network Co-Lead
As a new member of the team and new to network development, I spent a majority of this week researching and planning. I joined the project with a very basic idea of how to implement multiplayer in the game, there was a lot of gray areas and tons of misinterpretations. I've gained a lot of knowledge on the subject thus far, but I've yet to implement anything functional. The test project I created revealed that this task will be a lot more challenging than anticipated; and I already knew it'd be difficult.
I didn't have much problems starting out. Mainly since I was predominantly focused on learning the task. However, there was some information I found that didn't match other sources. For example, I was told that using Epic Online Services(EOS) would be the best approach for us, but when I initially looked into EOS, I found that it's use was for secondary networking features such as voice chat, achievements, and score boards. With this I assumed it'd be useless to use EOS in the beginning. It wasn't until I was stuck waiting on a 6+ hour long download that I found it to be a good start. Other than research issues, the download I mention was the only other majorly problematic incident. I needed a file from the UE5 engine GitHub repo in order to start a dedicated server. The download just took way longer than anticipated.
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