Posted November 24, 2022 by dectregames
#Devlog
Hello World!
I've been on and off working on this project for a little while now, and I'm starting to reach a stage where I love what I have created. I'm planning to run a closed alpha soon enough to gain player insight into balancing, level design and the ranked matchmaking system.
I've set up an Itch.io page purely to give better and more insightful devlogs not only for my own safekeeping, but for those who are interested in the project can keep up to date with its progress (2 years and we're barely in Alpha) As well as make bug reporting easier during closed alpha's and beta's and the final reason, to gage if people like the project and want to see an actual release some time soon.
So today I made some huge changes to the project and wanted to write up about them.
First of all - I finished the first 2 maps, Shopping Center and Train Station. I still need to deal with AI navigation etc. But the maps are finished and ready for use (Spawns could use some work though, as they're both FFA maps with little coverage on spawn)
Second of all - I got the ranked system understanding if the player has won/lost a match and giving or taking MMR based on the outcome, I plan to later tonight add a way to see your rank on the main menu, but UI is my weakpoint. At this moment all Ranked stuffs is kept in save file which makes it super easy to cheat, however I plan to find a better way of storing players MMR down the line.
Third of all - the game has Hardware Ray Tracing support (And hopefully DLSS soon) Ray Tracing has been a pain to setup in a way that doesn't completely tank performance, but I can say with confidence that at this current stage in Alpha, and on the 2 maps stated earlier, RT is taking around 10-15fps off normal. Which is amazing (Thanks Unreal engine for making Ray Tracing so much easier for bad devs like me)