ROBpOcket: GGPO tech demo

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This is not a game, it's technical showcase so everybody who's been saying that it would be impossible to add normal rollback netcode to 3d fighting game can see this and shut up.

YOUTUBE: https://www.youtube.com/channel/UCuLE27CTDV5sT3ExDYpMjlg

TWITTER: https://twitter.com/ROBpOcketGame

NOTE about multiplayer!!!!

  • Altough the netcode uses ggpo and works great. I use servers for traversal of the network packages. Connecting 2 routers peer to peer is not an easy task.
    Everytime you want to send a network packet to the enemy, you will send it to the server and the server will send it to the enemy.
  • Steam gives access to free servers and code when you release your game there to handle peer 2 peer networking, which is why I currently don't want to make my custom solution. 
  • This server relay system adds a lot of delay (someone who's 2 streets away from me against whom I play with 20ms in other games has 150ping in this game)
    Hopefully this will be fixed if and when I realese this tech demo on steam. (I will do this once I have couple characters & levels in the game.)
  • Also important about multiplayer!!
    During testing I've had one desync which happened at 450ping with 10% packet drops (This was surprisingly playable). I don't know if there is a desync issue or if this was because of this ridiculous condition

Important about inputs!!!

  • Currently the menu's only work with mouse.
  • I am using the built in gamepad in ue4 that uses directinput which only supports xbox & logitech controllers. You can emulate an xbox gamepad for ds4 controller using a tool called ds4windows (http://ds4windows.com/)
    I will enable rawinput once i've got keybinding figured out (this will enable all controllers that work with windows to work in game)

Game is only tested on latest update of windows 10 as of 17/04/2021 with 

  • nvidia rtx 2070 + ryzen 5
  • and    gtx 1080 + intel i5

This game will probably be a bug fest. It's not properly tested. But like I wrote earlier, it's a tech demo.

todo's next update (I will try to release these in 2-4 weeks)

  • Fix training mode ( popup with frame data of last hit move. visible hit/hurtboxes, combo counter, damage done in combo, record input for dummy, set dummy in block mode, etc.)
  • Fix gamepad/keyboard selection for local play (currently first person to press a button when te level loads gets assigned the left side the second gets assigned right side after this the counter resets so gamepad 3 will get assigned left side)
  • Add background/ambient noise/sound to the level.
  • Add more moves
  • Add one more character
  • Add character select

Some more todo's 

  • Add loading screen
  • Add controller support to ui's
  • Match record and replay
  • Add assist/tagging (There are videos of the unity versions that show how this will work.)
  • Dodging (If you look at video of the previous version of the game, you will see that there are moments when a fighter dodges moves. The logic here is that you can burn meter to dodge which will give you 75%/125% on block frame advantage depending on + or -
  • Add crouch, for low/high blocking
  • The frame data on moves are placeholder. I just randomly set this up. I will set the frame data on the moves to make more sense in the future
  • Add soundfx for dashing
  • Some memory optimization with game state (I've been playing it loose with my memory management bcuz I have enough ram on my pc, but I will fix this soon. ex. of this is that In many places where I could just use an 8 byte memory I use 16/32 byte which counts up since you have te save your gamestate every frame for rollback.) 
  • Add frame delay based on ping or give player a choice (currently hard coded 3 frame delay for multiplayer)
  • Fix bug with camera showing from wrong side (up and down button reverse when this happens)
  • Add button remapping. (There are cheap code you can buy In unreal marketplace which I might use if this becomes an issue, but this is something I want to learn how to code)
  • Play arround with the circle. (the stage is a circle, if you go outside of the circle you'ill lose health over time)
    • smaller with time?
    • change position every x time?
  • Release on steam (this will fix the packet traversal issue, I want to atleast have created 2 more characters before I do this)
  • Release on xbox using uwp? (uwp is something indie devs can use to make games for xbox without owning a developer tools. It's free for anyone but comes with huge drop in performance.)
    • I might do this to test crossplay. I have coded the game with crossplay in mind.
  • Add an option to put the camera behind the fighter for single player gameplay (like an arena fighting game)
  • Fix for unlocked fps: inbetween frame interpolation has and issue that the wrong animation is shown for a split second (this works most of the time, but goes crazy sometimes)
  • Fix movement lerping for unlocked fps (this is programmed correctly but parameters need to be tweaked for differen frame rate + different pings)
  • Add on hit particle fx.
  • Add slight camera shake on hit.
  • Add modding support (changing 3d models, levels, sound fx, particle fx ).

Inputs:

  • Keyboard
    • Z/W=> Kick
    • Q/A=> Punch
    • S=> Guard
    • D=> Special
    • CTRL => Throw
    • Arrow keys=> Movement
    • Shift =>  Dash button

Controller:

NOTE about dlss!!

  • I added every option there is in dlss. But unreal engine doesn't support every mode for every gpu.
  • for example: rtx2070 doesn't support ultra quality dlss on 1440p in unreal engine. I will code a detection in the future to fill in the options with only the supported settings by the gpu instead of putting all the options in the settings menu.
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Release date
Developer
ROBpOcket
Age rating
Not rated

System requirements for PC

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ROBpOcket: GGPO tech demo screenshot, image №2803156 - RAWG
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Last Modified: Apr 19, 2021

Where to buy

itch.io