Download here: https://Mods4Ever.comAnd join our Discord chat: https://discord.gg/daQVyAp2ds0:00 The Man Who Did the Job0:05 Randomized starting location and...
Thanks for your responses. Pretty incredible that its capable of being so flexible and still be a coherent game. The community behind it must be amazingly passionate about it.
Thanks! Yea everything shown in that trailer is in UnrealScript aside from the creation of the mirrored map files, and the installer obviously, both of those were done in Python. The death markers and other online features (which are all optional and opt-in, disabled by default) use a TCP connection in the game written in UnrealScript to make HTTP requests, the backend is a Python Flask server. We even wrote our own JSON parser inside of UnrealScript (it’s not perfect but it does enough for us). Technically it’s possible to add a DLL module to the game for stuff like JSON parsing but we haven’t needed to, and technically this keeps it more easily portable (like if SurrealEngine even gets to a more completed state).
We had to write our own PRNG function to work inside UnrealScript, because the provided one doesn’t allow seeding.
are you asking from a technical perspective or a gameplay perspective?
Thanks for your responses. Pretty incredible that its capable of being so flexible and still be a coherent game. The community behind it must be amazingly passionate about it.
Thanks! Yea everything shown in that trailer is in UnrealScript aside from the creation of the mirrored map files, and the installer obviously, both of those were done in Python. The death markers and other online features (which are all optional and opt-in, disabled by default) use a TCP connection in the game written in UnrealScript to make HTTP requests, the backend is a Python Flask server. We even wrote our own JSON parser inside of UnrealScript (it’s not perfect but it does enough for us). Technically it’s possible to add a DLL module to the game for stuff like JSON parsing but we haven’t needed to, and technically this keeps it more easily portable (like if SurrealEngine even gets to a more completed state).
We had to write our own PRNG function to work inside UnrealScript, because the provided one doesn’t allow seeding.