Unreal Networking

MarkBlog

Whilst Seven Teas was primarily designed as a 1-4 player, couch play experience, we opted to support network multiplayer games. This was another reason for the jump to Unreal, as their Networking is both incredibly robust and very well documented.

Through this, we have gained a new understanding into what should be used, and where, what data is replicated (i.e. sent across the network) automatically and what custom elements we need to add.

For example, every Unreal game has a “Game Mode” that runs on the host/server, even in a Single Player game. This is where the logic and rules for the current game mode reside. Next to this, is the “Game State” which contains information that is replicated across to all connected clients. This has a list of all players, the current game time – and any other game related information one might want to transfer across the network.

When a Player performs some action, like pressing a button, then this should be handled within a “Player Controller.” On the Host, one controller is created and exists for all connected clients, yet on the remote clients, only their own Player Controllers exist. The way we’re handling players in Seven Teas, is that you can have 1-4 players in the same game, through any variation of achieving this – i.e. you can have all 4 on one machine; four individual players on their own machines; 2 on one machine, 2 on another; and so on.
In a similar approach to the Game Mode and its State, next to the Player Controller is the “Player State.” There is one Player State for every successfully connected client. This is where one would store each players health, score and other data relating to specific players. By putting it in the Player State, it is replicated to all clients.

Understanding the different levels of the Unreal networking system ensures we put the right bit of data, in the right place and save ourselves a great deal of work further down the line!

Change of Technology

MarkBlog

The current build of Master of the Seven Teas makes use of “Project Anarchy,” kindly provided by Havok… but with the recent announcement that Microsoft has purchased Havok, from Intel, the status of Project Anarchy is not entirely clear. The forums are closed, and as one of the primary locations for information about using the tools, and when coupled with some major issues with the latest Adreno GPUs on Smartphones, it makes it difficult to continue to use this technology.

Before we settled on Project Anarchy, we investigated a number of other engines and one of those that we were super impressed by was Unreal Engine 4. And with that, we’ve started the migration of the entire project over to UE4!

Massive Update to Seven Teas

MarkBlog, News

After a couple of months of hard graft, we are able to release the next major update of Master of the Seven Teas, which should be available by 17:00 GMT (10:00 PDT) ASAP, pending QA!

This new version features:

  • Huge improvements in performance
  • Smarter and more devious AI
  • Achievements
  • Saved Settings
  • Offline Support
  • Various bug fixes and improvements

In the performance department, we’ve been able to improve a great deal by utilising asynchronous components and multi-threading, along with tweaks to the rendering.  Our improved AI is a pre-cursor to both bots across the other modes and also moving towards the single-player experience.  With Achievements, we have built a data monitoring and even system that is incredibly lightweight and also created (and monitored!) over 50 achievements!  Offline support is something many folks have been asking for and it is our pleasure to finally announce that this has been added, along with storing your settings (such as volume levels and control method).  And lastly, we spotted a few areas where we needed to tweak things and improve on others.

Seven Teas Released!

MarkBlog, News

We are incredibly excited to announce that the first release of Master of the Seven Teas has been published on the OUYA and is available now!

Pocket Gamer Connects

MarkBlog

With a huge thanks to Amazon AppStore, we were able to showcase the upcoming Beta of Master of the Seven Teas at this years Pocket Gamer Connects in London.

Helen at our table for Pocket Gamer Connects, London, 2014

We were amongst a slew of fellow indies, presenting fantastic games at the Indie Showcase. Being able to showcase the current Beta of Seven Teas, before this newest versions public release, we received an inordinate amount of feedback, critique and ideas. All of which have left us completely exhausted (it’s been a long 2 days!) but unbelievably pumped for the new version – hopefully we can implement as many of these changes into the Beta.
Some of which are certainly going to amend our choices for future releases, which will only serve to make the best Seven Teas we can!

Across the two days, we ran a competition to win an Amazon FireTV console and controller. All entrants had to do was achieve the highest score in solo Armada. The luck winner hit a whopping 60 ships before the waves of AI were able to bring him down!

The High Score for our FireTV give away.