Team Yggdrasil by Omiya Games

[raw]
made by Omiya Games for Ludum Dare 46 (UNFINISH)

An unfinished online multiplayer game about dealing with limited information.

TeamYggdrasil.png

Objective is to collect as many orbs on the island as possible. While light beams may appear on the island, its position indicates where the orbs are for the other players, but not yours. Controls uses classic FPS controls, i.e. WASD to move, mouse to look around.

Originally intended to be a game about collecting materials to grow a tree at the middle of the island, thus the title.

Dev Notes

This was our first attempt at learning how to use Unreal, and create a multiplayer game. Keep in mind, we just touched the game engine for the first time ever, so naturally everything took longer to learn and figure out. Still, it proved to be a nice learning experience. We hope to provide a few updates to get the build to a more stable state.

Ratings

Given 12🗳️ 15🗨️

Feedback

TolMera
23. Apr 2020 · 10:12 UTC
If you can export this for Mac or HTML then more people will be able to try it.

The idea sounds interesting, but confusing. There's hints for everyone except you where your resource is? I guess being multiplayer you can help people find theirs and they can help you find yours?

PS: Multiplayer is hard, I also did a multiplayer game, and it's hard to get people onto it all at the same time.
aeveis
24. Apr 2020 · 05:03 UTC
Tried it, but doesn't seem to be in a stable state (I joined with an older laptop in my own game). I see a bunch of black rectangles laid around with something like "no attribute." Hope to check it out potentially later!
🎤 Omiya Games
27. Apr 2020 · 05:26 UTC
So, long-story-short, it turns out Unreal multiplayer testing and debugging requires two computers, which I didn't have during the development process. It took the full four days to setup the Lobby system, only to hit this roadblock, so literally every feature implementation besides the lobby is guess-work. The original idea was to take Spaceteam and somehow make it into an FPS fetch quest. Each player would be given information on where to find a collectable, but not necessarily which player has access to it.

If I *was* able to code correctly, what *should* happen is that both light beams and a single collectable will appear on the map for all players. The collectable is a bit small on purpose, as the light beams is supposed to indicate where it's at. Obviously, using the Spaceteam catch, said beams only indicate the location of another player's collectable, but not yours.

I couldn't confirm the collectable graphics being swapped out for light beams logic has been coded correctly or not, so if it's not, that's my lack of understanding Unreal multiplayer.
cdunham
07. May 2020 · 20:55 UTC
Can't really judge too much of the game if nobody else is playing it, but I walked around for a bit in my own hosted match. I'd say as long as you learned something during the jam then you succeeded! Trying to learn an entire new engine during a jam is arduous task, even in a game jam.
Avi
12. May 2020 · 04:38 UTC
Would love to try this when a Mac build is available!