Added multiplayer to the stealth game! This took way less time than I thought, though obv it’s not perfect yet. Didn’t build it with multiplayer in mind at all, but was able to make all my functions replicate properly and now you can run around with a mate messing with the guards. Everything pretty much works except fire propagation – I hadn’t done replication yet when I built that system, so I’ll probably go through and add it at some point and put an update out for the marketplace version. I’m pretty happy with that since I hadn’t dealt with replication at all until a few months ago, but it turns out it’s one of those things that’s conceptually super difficult until suddenly it’s not and you start to be able to manage it all pretty easily. Having said that, all the tutorials I’ve found on it, even Epic’s rather good video tutorial series, don’t explain it super well, I’ve found – they just point you in the right direction and you don’t truly figure it out until you’ve run into a bunch of common gotchas and spent hours figuring them out. Wondering if I could do a better Blueprint Replication For Rookies tute. Perhaps I will.
— Joe Wintergreen (@joewintergreen) August 27, 2015
I also did a few new behaviours for the AI guards, which are pretty neat. A bunch of new mocap animations came out on the Unreal Marketplace. The super generic ones, like the gesture pack, are the best.
Guards now sheathe their swords when nothing’s going on:
Guards now relight torches you’ve doused:
And they gesture when they talk to each other now:
— Joe Wintergreen (@joewintergreen) August 21, 2015
Also, I had a go at some bird flocking behaviour in Blueprint. Pretty reasonable results for a quick go I reckon. Based loosely on this old thing: http://www.red3d.com/cwr/boids/