Vanagandar is a competitive team-based online FPS game, with a techno viking theme.
This project is a graduation project for a group of Game Design and Game Art students at FutureGames, but not my graduation project. The main team of designers and artists worked full time on this project, I instead helped out part-time as the team asked me to help them manage the online aspects of the game.
Online Multiplayer
I implemented the use of Epic Online Services (EOS) to allow users to log in to the game with their Epic accounts, and to host and join sessions online. I also helped the team set up their Epic Developer Authentication tool and made sure the game supported it to make their work easier.

Summary of additional contributions
-
Match Progression, with an interface for actors that need resetting between rounds.
-
Planting & Defusing bomb, including handling it's effect on match progression.
-
Mini-map replication, and determining team line-of-sight to enemies.
-
Ammo & Inventory UI
-
Map selection & host settings, with parameters passed to and interpreted by Game Mode.
-
Spawning players who join match, and updating models' textures locally based on team allegiance.



Since Fire-and-Forget sounds in Unreal Engine 5 are not replicated, I made a Blueprint Node for the team to use in their place. See the blueprint viewer for example usage.
The node lets you choose different settings for the instigator (self), their allies and their enemies. It also returns a unique ID which can be used to notify the server of early cancellation. The server keeps tracks of each player's ID's separately to make sure no duplicates are created.



