klord,
@klord@toot.wales avatar

Gameplay Messaging System is ace. Top tip @glassbottommeg 👍

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@klord Oh! You mean the Lyra one? Yeah! It's surprisingly great.

Only downside I'm aware of is it had no replication, but I'm pretty sure you could add it without much work at all.

Also, I'm still not entirely decided if gameplay messages even should be replicated. Seems, er, dicey.

klord,
@klord@toot.wales avatar

@glassbottommeg not a thing I need, tbh

Wish I’d known about it at the start of the project. I’d have done a load of my interactives that way.

glassbottommeg,
@glassbottommeg@peoplemaking.games avatar

@klord Other big things to be aware of, if you aren't already: @sinbad's got two killer plugins. SUDS for dialogue, and SUSS is his new Utility AI engine.

I'd call both must-haves at this point, for a particular kind of game. Dialogue just in general is a huge hole in Unreal, and this fills that well, and SUSS is shaping up to be what I wish Unreal had done instead of BTs.

I'm uh, one of those "Behavior Trees are garbage" people, so finding reasonable alternatives has been a big focus of mine. Joe Wintergreen has an FSM (essentially an HFSM) implementation I'm using now, and that's pretty alright, but I think Steve's SUSS is likely the one you really want for er. Most like, game'y games. FPSes and stuff.

sinbad,
@sinbad@mastodon.gamedev.place avatar

@glassbottommeg @klord I use the messaging system in our multiplayer game but yeah, only locally. It’s fine because it fits best as a local pub-sub distributor with all the triggers coming over the normal property replication or RPC

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