Flutter Bombs started as a study of environment and landscape development tools in UDK. As the environment evolved, a game started to take shape that involved the flight and travels of a butterfly. As I learned more about the engine, including the existing inventory management system and projectile library, I made a decision to weaponize the butterfly. At surface level there was a lot of humor in this process. At a deeper level, the concept of weaponizing a butterfly showcases the absurdity of violence, yet acknowledges nature can be pretty violent.
The game quickly became an aerial combat experience with a heavily armed butterfly equipped for both air and ground based combat. The player can find wingset upgrades to unlock new weapon types. Originally developed for PC, this game sees continued development as a twin stick shooter on iOS & Android, has a variation available in VR, and the primary development will be due for release on Xbox One in fall of 2016.
Multiplayer replication testing has proved to be pretty challenging, but moving forward. The biggest challenges with network testing included research on what was natively replicated and studying various examples from both multiplayer marketplace content and example resources also found online.
The biggest challenge in this part was probably dealing with player controllers. I've typically put a lot of code into player controllers for single player content, but didn't realize that the player controller was not replicated due to security reasons. So, I had to find alternative ways to communicate with client controllers to make sure the game state could do what it needed with client HUD's listening to the game state to display the correct information.
Also improved in this dev session were the bots. Obstacle avoidance still needs to be looked at and strategized based on multiplayer map design intent/theme. General decision making works now with correct priorities for decisions (i.e. above all, choose to find some nectar...or we are doomed!) and creates some pretty fun gameplay. The next build release will probably include a level filled with bots to play around with.
Beyond that, hoping to get the multiplayer lobby squared away soon to start testing online!
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