Replicating the Game Loop

This past week in the development of Captureball involved a bit of scrambling in trying to get a basic demo ready for our capstone group’s demo showcase. The Captureball demo involved a very brief playtest of some very basic networked multiplayer gameplay that had a lot of things we have been working on disabled inContinue reading “Replicating the Game Loop”

This Is Where The Fun Begins

Over the course of spring break the big push for networking functionality in Capture Ball took place with a decent chunk of progress being made. This progress wasn’t as much as we hoped, but the AWS systems required a decent amount of learning to use Unreal with AWS GameLift. The resulting functionality has the usersContinue reading “This Is Where The Fun Begins”

More Services

This week in Captureball is more of a slower week when it comes to major milestone progress as much work was concentrated on fixing up some of the AWS technologies to be used for the game. The technologies in question include; GameLift SDK for interfacing Unreal with AWS, GameLift Flexmatch for matchmaking if needed, CognitoContinue reading “More Services”

Unseen Progress

Work on Captureball continues this week with some less flashy but necessary developments that will be part of greatly needed functionality for the game. The continued development of the AWS GameLift integration to be used for a dedicated server solution comes with many steps that are needed to bring such a service to any application.Continue reading “Unseen Progress”

Systems and Servers

This week in Captureball has had some key steps towards creating a server build that will live on the cloud in order to facilitate multiplayer matches! Last we got the Custom version of the Unreal Engine 4.25 built with an integrated GameLiftSDK ready to be used. The way the GameLiftSDK is able to be usedContinue reading “Systems and Servers”

Stage Modifications

This week we updated the stage to change to update with time making it increasingly difficult for all players to stay alive actively pushing the match towards an end state. At consistent time intervals, a random grid block on the stage is chosen to be deleted. As of right now, it is deleted immediately, howeverContinue reading “Stage Modifications”