Drunk Tag : Player Queues, State Machines, and Timers


#1

This past week I’ve been working on some of the core components for gameworlds and minigames in Tower Unite.

  • Timer Component

A network replicated timer which is accurate for all connected players.
A timer component also calls delegate functions on it’s owner when the timer completes.

  • State Machine Component

A finite state machine implementation that can be used in blueprints as well as C++ code.

  • Player Queue Component

A network replicated list of participants in the game.
The player queue is managed by the gamemode so that when players disconnect, it gets updated properly.

As a test I whipped up a quick game example called “Drunk Tag”.
This is basically Virus on a small scale.

The players are made “Drunk” by having random inputs spammed to their PlayerController.

Thanks to @Foohy for helping me test.


#2

Awesome progress!

That death fart animation tho…


#3

LOL when @Foohy suicides at the end


#4

Foohy just couldn’t take the pressure of running away from what looked like a cardboard box anymore. :smile:

Also, you guys are making great progress and those player queue boards look so godamn cool.


#5

Nice progress! :smiley:


#6

Looks good!


#7

The players, they are like elaborate ballistic gel dummies. They are just so floppy!


#8

Oh, God, that death noise. It sounds like the bodies are deflating.


#9

Well, they just look like animated airballoons shaped like a human person.