Dev Log 7 - New Course Content Incoming...
It feels great to start a new project. This one's a fun one. The fundamentals of multiplayer will be wrapped in a tight little package that you can devour all at once, or refer back to, reference manual style. Realistically it'll be a great course to run through from start to finish, whether you're a beginner to multiplayer or already experienced. Then you can pop it open whenever you need a refresher on a specific topic.
I've started recording the first section, which goes over some fundamental information. We talk about the net modes and their differences, how to test them in the PIE, how to setup a LAN connection, a listen server hosted via Steam, etc. Basically getting you set up so that you can test multiplayer game logic, both in-editor an on separate machines.
We'll get into the Unreal Engine class framework next, discussing the main core engine classes and their roles in a multiplayer game. Player Controller, Player State, Pawn/Character, Game Mode, Game State, etc. It should be understood what jobs these classes are meant to do and what data/functionality should go where. Understanding this can greatly simplify a game's initial setup phase.
We'll get into some real multiplayer gameplay coding at that point.
I mentioned in my previous dev log that I'm actually creating two courses at once: one for Blueprints, and the other for C++. So the course lectures will go hand-in-hand, and I'm recording them in lockstep with each other. This is the first time I've done this, and it's a bit of a new groove. But I quickly fell into it and things are humming along. My video editors are whipping up the mastered versions as quickly as I feed them the raw videos.
So we'll be creating the collections and uploading the first videos here on Patreon soon! We'll likely finish section 1 within the next day or two, and my team will be getting them up here for you to enjoy.
Hopefully this course opens the doors to multiplayer for so many who are too strapped for time to sit through a 65 hour multiplayer course - this one's designed for you to get what you need quickly and apply it to your games!
Until next time, happy dev'ing, my friends!
Stephen
P. S. I made this dev log visible to all tiers, including the Free Tier! Felt like y'all should get a little somthin' every once in a while too, ya know?
Comments (15)
just out of curiosity, side by side, same project how much better is the c++ in performance over Blueprints? I've been taking a few courses in C++ and I'm getting the hang of it but its a steep curve, just want to know if its that much better, may main reason to learn C++ was to use GAS, I think this alone adds performance but interested in your take on it, and yes there are places for both in the project, I get that but still does C++ make a differenc overall?
It makes a difference yes, where you draw the line depends on you and how you wish to develop your game. You can get away with a lot of BP but serious games want the option to move performance intensive code to C++, plus you have an easier time structuring the code base (there Re exceptions to all this). Yes it gives optimal performance. How much? Depends on what you are doing. It always depends.
Not related to Unreal, but a multiplayer game over the internet like Chess.com... Is it a completely different skills set? I know it's Html, JS and some server-side language like Node.JS or similar. I was wondering if you have experience in this. For someone who makes multiplayer games with C++ , Unreal and Steam, does it become easier to do a multiplayer game without any of those? Just using his Domain? like chess.com or Agar.io for example or Pool Table game (Billiard)
Yes, it is a different skillet and involves different tools and languages.
So, this course is going to tackle multiplayer ?.
That's right!
Shit, I'm buying to much of your courses man, looking forward to this course to see what I can lean :D Keep up the good work!
Wow, lock step side-by-side. Totally never seen anything like that at all. That's really going to stand out. Love the idea of the reference manual too. You're really building an amazing body of work.
Thank you Sean!
That's great. Now I can't afford to get early access, but I will get as soon as it's on udemy. Please,in future also consider making a course about souls like game like lies of p with boss fights or a course about level and enviroment design and how to make different weather etc. It's always great to learn from you
Sooo STOKED. I was actually just thinking about the Player Controller / State and their roles in Multiplayer. Great to see the answers will be coming soon
What patron level do I need to get this course
Seasoned Adventurer or Epic Champion!
This is huge man thank you so much for all the content! you seriously have a gift for teaching. I’m a plumber who can make a few games thanks to you!😂
Thank you Teak! It makes me happy to hear that my content is enjoyed and appreciated. Thanks for reaching out:)
