Multiplayer FPS Tutorial Demo
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
27Jul 2017
Playing now
0+0 vs. yesterday
All-time peak
27Jul 2017
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Next Update The next update is going nicely. I've got the weapons ready to be added, and I've added the outside player model as you can see in the screenshot below. Now I just have to improve the map and the round based game mode. Finally I'll look into Steam Matchmaking for lobby creation. Thank you for your support and feedback. | — | |
| Community | September 1st Update Live Hi everyone. I didn't have much time today to work on the game so I fixed some bugs and pushed what's done. In this update round system is fully implemented. FPS Arms are implemented as well, but TPS full body isn't yet, that has to come later. Also, weapon and health buying / points collection is done too. So in the next update (which will be the biggest one) there will be: - TPS Model - Bette… | — | |
| Game update | September 1st Update Hi everyone, I finally got some free time late yesterday and this morning and made some changes to the game. For this update some major changes will be a point system, that is now used to buy pickups (weapons and health). 3D Models for FPS and TPS views. I'll keep on working on this as I work on the tutorial series. After this update I'll work on Steam Lobbies (for matchmaking) and on better ma… | — | |
| Community | Future of the Game and Release date Hello everyone :) The game will have a future :) Steam P2P networking system failed, you can see my testing here: As you can see... Steam P2P is not made for real time (it never was, I just decided to try it out since it was free). Now what? Well I will continue to work on the game like previously was. I will build on top of what's made (the networking part is all made) but it uses Listen serve… | — | |
| Community | Bad news about Networking It was with some discontent that today I checked the results after testing the Steam P2P networking approach. For those who don't know what this was, it's basically how the game would play out in terms of networking, all data (player movements, shootings, etc) would be exchanged through Steam servers, player to player (peer-to-peer). So, the news. At first I was head first, implemented the full… | — | |
| Community | Release Date Update and no good news...yet Hi everyone. Sorry for the clickbait announcement, but I haven't made progress in the Networking system. Don't worry, this doesn't mean it didn't work, I just had no time to do what I planned and so I still don't know how it will play out. Just wanted to tell you that I haven't forgotten and as soon as I can, I'll try again. It's 2 weeks until the end of the month, the original date I wanted to… | — | |
| Community | Devlog Update - Networking Today I don't bring good news. Valve enabled the creation of lobbies and I spent all afternoon finishing up the structure to send information between players. When tested this system didn't work very well, with some intense lag. But, I won't stop here, and will do more testing with different send rates and check the pings of the connections. I will keep you guys updated, tomorrow I hope I have… | — | |
| Community | Devlog Update - Models Today I've been working with 3D modelling and animations. I've made the animations for Pistols (one handed guns). Next will be rifles and LMG's. I also did a first model for the vending machine that I had in mind. I was inspired by these: And here's the model: There will be a gun in display and you go up to the machine, you can see the gun you'll buy and then press a button to buy it and that l… | — | |
| Community | Devblog Update - Animations, Network and Map Editor Today I don't have any fancy prints for you due to me working on some behind the scenes stuff. Animations I'm currently working with First-Person animations, such as Idle, Reload, Fire, ADS etc but I'm not a very good animator, so it will take some more time. Network I also started the Full Network System, which consists of Matchmaking + Lobbies + P2P. I can't really continue working on this be… | — | |
| Community | Devblog Update - Maps Hi everyone! I was thinking on skipping todays devlog, due to an accident I had that I burned my hand and couldn't do much work. Alhough, with one hand and the other's two fingers I managed to work some time on the first map for the game. The map is based on a real life location, which consists on a Basketball "Stadium" and surrounding gym studios. The map is not yet finished due to my injury.… | — | |
| Community | Devblog Update #5 - Game Modes Zombie games can get dull sometimes, so why not add some game modes to change airs for a bit? So I've received some good feedback on additional game modes that are as follows: · Round Based Survival The classic endless waves, try to hold on the longer you can. · Protect the VIP Same as Round based Survival, but this time you and your team mates have the mission to not only survive, but to prote… | — | |
| Community | Devblog Update #4 - Customization Hi everyone, today we'll talk about customization. This will be key part in the game, as it's important to everyone to play like they want and to look like they want. In the game it will be possible to customize Weapons and Chracters. Weapon Customization Weapon customization will be based on skins. Skins can be bought and sold in the Steam Community Market and are awarded at matches end as wel… | — | |
| Community | Devlog Update #3 - Character Hi, Here's a sneak peek on the character model holding a m1911 pistol. This is untextured and yet missing animations. Also the first person view is probably not final as that will be the most high-poly version. Also working on the networking for the game. Thanks for your support. If you have any suggestions you can post here or in the discussion forums. | — | |
| Community | Devblog Update #2 - Classes Players can choose a class in the lobby to have some advantages. Each class has an Active and a Passive skill. Active Skill is a meter that is filled over time (slowly) and for each kill it fills a specific amount. · Scout - Can become invisible to zombies for a period of time (fillable meter) - Walks 20% faster. · Hunter - Can place traps (fillable meter) - 70% discount on map traps · Tank - C… | — | |
| Community | Devlog Update #1 - Weapons Hi, I wanted to show you some progress so I've gathered some weapons I made for another game I was doing but got cancelled and I think they fit on this one. Remember these are supposed to be low poly and are still missing textures and other details I'll be adding in the future. There will be more weapons in later updates. AK 47: M4A1: MP5: | — | |
| Community | The future of this Demo Hi everyone! I wanted to say one thing or two about the future of this Demo. It started out as as the name says, a Demo for a tutorial series which I made on How to create a Multiplayer FPS. Then, some of you got it and made fun of it, which is totally fine, some of you didn't get it and made fun also, which again, it's fine. But what is not fine is assumptions on my work and most of all false… | — | |
| Game update | Patch #2 I've done a small patch to fix some bugs on the Demo. I've added the opportunity to choose between the new and old map (different executables on your folder) and I've fixed the spawn system on both maps which was bugged. | — | |
| Game update | New Map New Map I've created a new map. It's a clone of the popular kino der toten from Call of Duty, and I hope it can entertain you for some time and show you what you can also create with the tutorials. | — | |
| Community | A note about this Demo. I've seen two reviews that show that this store page is not as clear as it should be. Let me explain: This is a working multiplayer FPS. By working I mean, you can host your own server, and have people join it (by sharing your IP address). There you can kill (2) zombies or other players, pickup weapons, health and walk around the map. But this isn't a full game. This is just the build of what Y… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.