Team Yggdrasil by Omiya Games
An unfinished online multiplayer game about dealing with limited information.

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.
| Itch.io (Windows 32 + 64 bit) | https://omiyagames.itch.io/team-yggdrasil |
| Itch.io (Linux 32 + 64 bit) | https://omiyagames.itch.io/team-yggdrasil |
| Original URL | https://ldjam.com/events/ludum-dare/46/team-yggdrasil |
Ratings
| Given | 12🗳️ | 15🗨️ |
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.
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.